Post by Rina on Jun 2, 2016 19:29:18 GMT -8
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 10 | +0 |
CON | 12 | +1 |
INT | 17 | +3 |
WIS | 18 | +4 |
CHA | 5 | -3 |
Schezo Wegey
Madou Monogatari/Puyo Puyo
Alignment:Neutral Good (questionably)
Motto: Fufu. So you've come. Very well. I, Schezo Wegey, shall be the one to claim your power!
Allies/Friends: none (What a loner)
Enemies/Rivals: Arle*, Rulue?, Satan
* Target of pursuit of power
Backstory: puyonexus.com/wiki/Schezo_Wegey
History On Li: Following Arle's sudden disappearance, Schezo researched how to gather enough power to warp through space-time to pursue Arle. After engaging with another person in a Puyo match, a magic reaction had given him the result he was seeking. Unfortunately, due to the unpredictable nature, he was sent to the Crestfallen Castle, surrounded by emptiness in every which way. Ignoring his injuries, he set out to seek Arle, even if it means wandering aimlessly. He has yet to find the Life Sphere since his arrival and has made no attempt to find it.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]Dark Swordplay: A series of one-two sword slashes. Prioritizes speed over power, so it is not very strong. [STR, 7%]
Night Blade: Swordsmanship, meet dark magic. Schezo coats his sword with his dark magic to give more power to its cutting edge. [STR, 13%]
Void Brandish: While Schezo isn't one to get reckless with his swordplay, sometimes he has to. Focusing his might into his sword, he unleashes a powerful slash against his enemy. Of course, with this going out of his swordplay comfort zone, he does need to reposition himself to regain his footing. [STR, 20%, 1-turn cooldown]
Thunderstorm: A basic burst of lightning bolts from his sword. Moderately powerful, with a chance to Paralyze. [WIS, 14%, 20% Paralysis]
Areiado: Schezo's signature dark magic. A magic rune appears on the ground before letting out a stream of dark magic straight up, and back down as blade-like entities. Very powerful and wide enough to hit multiple targets, but requires a cooldown to use again. [WIS, 27%, 4-turn cooldown]
Shadow Edge: Schezo's little flechette storm of dark blades. Holding his sword like how you'd imagine a very large crossbow, he shoots out a rapid-fire barrage of darkness-imbued arrowheads on a single target. It may LOOK like a Light Attack, but since it's done in very quick succession, it might as well be considered a Medium Attack. [WIS, 18%]
Sagitta Adamas: Wait, what? Schezo has another spell that isn't darkness-related? Following similar motions to Shadow Edge, he shoots an arrow of magic that's surprisingly silvery in color. This magic arrow is actually enchanted with anti-healing magic, inflicting Heal Suppress if it hits. [WIS, 4%, 100% Heal Suppression]
Razorblade Typhoon: (granted by the tome of the same name) Blasts of air imbued with the sea's coastal strength are launched at a target, leaving lots of shallow cuts all over their bodies as it homes in on them and consumes them with its watery fury. This attack is made with a bonus +2 to its accuracy modifier. 1 turn cooldown. [WIS, 16%][/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Darkness Sword: Magical swordsmanship, but with life drain magic. With a slash of his sword, he attempts to gouge out the life out of his target and absorb it. [STR, 11%, heals half of inflicted damage rounded down]
Sting Shade: Schezo lets out a cluster of dark magic bubbles on his enemy. Deals damage, and has a chance to Poison. [WIS, 12%, 20% Poison]
Shockwave Areiado: An alternate style of Areiado that, instead of unleashing it as is, he slams the magic straight to the ground to cause a quake. It loses some power as a result, but has a chance to inflict Stun in exchange. [WIS, 14%, Stun 15%]
Explosion: ...What do you expect? It's a freakin' explosion. A highly-concentrated and volatile ball of fire is dropped on an enemy, turning into a grandiose arcane explosion on contact. Inflicts 30% on anything caught in its vicinity, may inflict a Burn (20%), but Schezo suffers a magical afterburn, cutting his WIS by -4 for 2 turns. [WIS, 30%, Burn 20%, -4 WIS stat for 2 turns]
Lwark Void: A dark spell that enfeebles the target's defenses. The target must make an INT roll against Schezo's WIS roll, and if their roll fails, they will take 5% more damage from all of Schezo's attacks for 3 turns. Lwark Void will go under a 3-turn cooldown when the effect wears off. [WIS vs INT, Enemy takes +5% more Damage for 3 turns, 3-turn cooldown after expiration]
Dark Bind: Schezo launches a dark magical tether from his hand that can potentially pin the enemy down and prevent them from moving. This is a grapple attack based on his Wisdom stat, but does not inflict damage nor stop them from fighting back. [WIS Grapple, No Damage]
Magic Snatch: What's a power-snatching seeker without a spell to do it with? With his free hand, he reaches out to a single target to siphon magic power. The sensation feels like he's ripping a part of you, except not literally. Upon successful theft, Schezo's cooldowns require 1 less turn to recharge, while the victim's cooldowns require 1 more turn; both effects last for 5 turns. Cannot be used while under move's effects, and requires a 5-turn cooldown to reuse. The cooldown will be in effect after the effect expires if successful. Target must defend with Intelligence against this move. [WIS vs INT, +1 to Target's Cooldowns, -1 to Schezo's Cooldowns, labeled as "Magic Stolen"]
Levia: Schezo's defensive magic. With his free hand, he concentrates magic in its pure, non-elemental form and enshrouds himself with a magical aura that reduces the damage he takes by 4% for three turns. If Schezo was feeling selfless, he could pass on this buff to an ally if he wished. [-4% damage taken, 3 turn cooldown]
Nebula Mantle: (granted by the item of the same name) These powerful arcane wings will aid in zipping around the battlefield, bestowing the user the ability to fly and granting them a +2 to their dodge rolls when the item is invoked. This lasts for 1 turn, or until they take a hit that deals more than 15% damage. Whichever is longer. 4 turn cooldown.
Transformation: Of his two transformations, Schezo chooses one of two trinkets to assume the form of either: A scroll for Ninja, or a lunar pendant for Moonshadowed.[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Areiado Special
A hyper version of Areiado. On top of Areiado's effects, it also entraps the poor victim within the rune, allowing Schezo to let loose a fury of sword slashes. Schezo pushes his body to its limit, resulting in lightning-fast movements that ends with one last burst of dark magic to end the flurry. Can target multiple enemies, but damage will depreciate with extra enemies, up to a maximum of 3 targets.
[1 enemy: 50%, 2 enemies: 40%, 3 enemies: 30%][/PTab={max-height:240px;overflow:auto;}]
[PTab=Other Info]PENDING MOVE SLOTS: 3
The following moves are shared across all forms:
Razorblade Typhoon
Nebula Mantle[/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
Other Info:
- Schezo has a reputation of having an abysmal choice of words. He may screw up and leave out key words in his sentences, inevitably mangling the context he wants to get across. It is unknown if he has a speech impediment of some kind.
- Schezo's magic requires an incantation, and would stunt his ability to fight if he were to be silenced. He can still fight with swordplay, but he is not as skilled with a sword than magic.
- His birthday is March 16.
- Schezo is 184cm / 6' 0.5"
Transformations
Ninja
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 18 | +4 |
CON | 10 | +0 |
INT | 17 | +3 |
WIS | 10 | +0 |
CHA | 7 | -2 |
Crescent Slash: Quick-draw wakizashi sword slashes. Named as such due to the motion of the sword slash. [STR, 15%]
Crimson Strike: A precise slash with a sword that can cut deep. Has a chance to inflict a heavy wound. [STR, 13%, Mortal Wound 10%]
Feint Eclipse: A sword art designed to quickly oust anyone that fell victim to his status ailments. It's designed to quickly finish off, as it is ineffective otherwise. [STR, 9%, x2 damage on enemies w/ status affliction]
Full Moon: Whether he's high up a wall or in the air, Schezo takes his blades and strikes down from above. It's strong, but how much force put into this attack does make it difficult to recover from. [20%, -2 DEX for a turn]
Shadow Kunai: Deft throws of a kunai, whether it be one, two, or twenty-four. This one relies on his DEX as opposed to STR. It's all in the flick! [DEX, 6%]
Shuriken Throw: A deft throw of a shuriken as a means to attack from a distance. Pretty basic moves, but what's wrong with that? Uses DEX as his roll. [DEX, 12%][/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Ninpou: Kaminari Arashi (Thunderstorm): With a charged blade, Schezo whips out a wide wave of lightning jutsu that strikes multiple enemies. It's a moderately light jolt, but can paralyze the foe. [Multi-target, STR, 11%, Paralysis 30%]
Ninpou: Gesshoku (Lunar Eclipse): Schezo fades away into the shadows right before he's hit, then reappears behind the target and strikes them with a sleep-inducing attack at 1x the countered move's power. The catch is that the move has to make physical contact on Schezo. This move is useless against anything magic-based. [DEX Counter; 3-turn cooldown, Inflicts Sleep]
Ninpou: Ijou (Disorder): A trap art designated by faint-looking formation of kunai he sets on the field that lingers for two turns. Upon getting sprung, the trap emits a cloud that inflicts the Sick status as well as 5% damage. [Set by DEX, WIS roll to defend, 2-turn duration, 2-turn cooldown]
Ninpou: Kumonosu (Spider Web): Schezo weaves a web of razor threads that restricts movements. The target must roll a DEX roll against Schezo's DEX to avoid the trap. If caught in this web, the target is met with a -2 DEX mod within the dome of threads. To escape, the entrapped has to make an attack roll of their choice on the web against Schezo's DEX roll. [DEX vs DEX, -2 DEX mod on enemies; DEX vs Defender's Attack, 2-turn cooldown after use]
Ninpou: Sakase (Bloom): An art with an appearance contrary to his typical shadowy front. Schezo lets loose a flurry of blossom petals on an enemy. Not the most damaging art, but the flora is capable of inflicting the Flower status, with the additional hits stacking on top of an existing flower. [STR, 5%, Inflicts Flower (1)]
Ninpou: Bakuretsu (Exploding): A risky ninja art. Requires Schezo to be able to make contact on the enemy of his choosing, and if he successfully connects, he combusts a ball of energy from close range to inflict 22% on his enemy, but takes 2% himself. [STR, 22%, 2% recoil]
Ninpou: Kashi (Asphyxiation): Remember those strings? Schezo, this time, is using them to stranglehold a victim to it. Don't struggle too crazy...they might just cut. [STR Grapple, inflicts Suffocation]
Ninpou: Reisei (Calm): A... well, calming art that relaxes Schezo's nerves, allowing him to focus better on his next move. [Next move: +2 to roll, 3-turn cooldown]
Shinobi Reversion: Schezo reverts from his Ninja form and back to his usual Dark Wizard self, complete with the scroll he used to transform with for safekeeping.[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Secret Art: Kegasu (Defile)
Schezo gets up close to a single enemy and launches them into the air. Schezo then pursues them and, with both of his blades, ruthlessly slashes the enemy before bringing the poor sap down back to earth via an Izuna Drop. [55%][/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
Moonshadowed Magic Knight
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 8 | -1 |
CON | 18 | +4 |
INT | 14 | +2 |
WIS | 14 | +2 |
CHA | 4 | -4 |
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]Lunar Sword: Schezo already knows how to use a sword, but with the moon empowering him, his swordplay packs a bit more punch than normal. He uses his tried and true swordsmanship to strike, now imbued with lunacy. (Light STR attack, 8% damage)
Night Falls: Schezo summons beams of light--wait, light?!--That's right, the power of the moon also encompasses moonlight. He summons beams of light to strike, attacking his foe with lunacy. (Light WIS attack, does 5 + INT mod)
Nocturne: A moonshadow-coated sword swing that stifles the might of whoever it strikes. The shadows cling onto the target on contact, weakening their next attack with Schezo's intervention. (STR attack, 12% damage, opponent's next move does -3% damage per connected attack.)
Moonrise: A down-upward swing of his sword, invoking the image of a crescent moon. Through illusion, the blade appears to move faster than the perceived... (STR attack, +1 Accuracy, 15% damage)
Perilune: Powerful selenomancy that calls upon the moonshadows from below his feet. (WIS attack, 30% damage, two actions, 3-turn cooldown, 70% Mortal Wound)
Zenith: A beam of selenomantic light, called from above. While its might is much to be desired, the blinding white light confounds the target with illusion, aiming to confound the subconscious and leave them stunned. (WIS attack, -2 Accuracy, 18% Damage, Inflicts Stun, 1-turn cooldown)
Libration: Charging his sword with magic, he slams his blade down, causing a quake on the ground that seems to shift the ground itself. (STR attack, 6%, target Trips if dodge roll difference is -4 or greater, reducing their actions by one for the turn. 1-turn cooldown)[/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Night Absorb: For when Schezo needs to be a bit more forceful, he can absorb the darkness of moonshadow to empower himself further. (WIS Modifier +2, modifier value added to damage for three turns)
Eclipse Ward: What previously was a spell that only protected himself behind a moon's shadow has evolved into a powerful barrier to anyone he chooses to grant it to. Schezo erects a lunar barrier to a person of his choosing, allowing up to 20% of damage absorption for 4 turns. (4-turn cooldown.)
Lunar Opposition: With the power of lunar deception, Schezo casts a beam that can potentially magnify a target's inner animosity against Schezo. If successful, the target must attack Schezo next turn. (WIS attack, 1-turn cooldown, Provokes target to attack Schezo)
Ephemeris: With focus, Schezo realigns the flow of magic upon a single target, letting changes from the norm pass by quicker. Whether it be an ailing ally or an empowered foe, it plays its part no matter who it is.(Shorten self/ally negative status or enemy's positive status effects by two turns, 1-turn cooldown)
Azure Occultation: Schezo links himself with an ally, so he may protect them from afar. Should the chosen ally be targeted, Schezo will intervene, clashing the enemy's power with his might. Any attack rolls he beats with his own rolls are reflected back. Otherwise, Schezo takes the damage instead. (1-turn duration, 3-turn cooldown.)
Palus Somni: A lunar mire that engulfs his targets and forces them in a deep slumber. From the ground, a haze from a designated area diffuses a dark smoke that threatens those that breathe in the fumes. (AoE, WIS vs INT, inflicts Sleep)
Umbral Night: Bestowing the illusory powers upon his allies, Schezo bolsters the team's resilience with a barrier akin to a waning crescent moon. (Roll for CON, any attacks that fall under set CON roll has their damage halved. 1 turn, three turn cooldown)
Crimson Light: Some say staring too long at the moon will cause you to go mad. Schezo here takes that legend and weaponizes it, shining a light that will invoke illusions and twist perceptions far beyond what is reality. (AoE, inflicts Mind Melted status, Schezo's WIS vs. Enemy's INT)
Waning Crescent (Transformation Revert)[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Supreme Selenomancy
The ultimate level of lunar magic he can channel, Schezo summons an illusory moon, suffusing the field with the power of the moonlit and moonshadowed night. The darkness of the night serves as a celestial bulwark for himself and his allies, halving all damage taken and granting immunity to status ailments for three turns.[/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
Companions
Tenori Zoh
0 total points to distribute
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Primary Attacks
Tenori Punch: A quick one-two from little Tenori. Doesn't hurt as hard as a certain raging elephant, but it does the job. [STR, 9%]
Tenori Kick: Tenori does a jump kick! While it may look small, it can take one good smack in the noggin to leave you dazed. [STR, 13%, 5% Stun]
Tenori Charge: Elephant tackle! Tenori charges in for a full-body tackle. Remember, elephants are still heavy, even if this one is small! [STR, 17%]
Special Attacks
Tenori Cheer: Aww look, it has pom-poms! Tenori Zoh cheers on the party, adding +1 to their attacking rolls for 3 turns, as well as healing them by a 1d4+CHA mod. 3-turn cooldown.
Tenori Beam: Tenori Zoh shoots an energy bubble out of its trunk- Wait, it's made of elephant snot!? EWW! It doesn't do damage, but it does Paralyze! [WIS, 2%, 100% Paralysis, 1-turn cooldown]
Tenori Rally: Tenori pulls out tiny pennants and cheers on someone to do their best! For their next turn, their attacks do +2%. [5-turn cooldown]
Last Edit:
Feb 17, 2019 1:12:33 GMT -8 by Rina