Post by Coolshaymin on Sept 16, 2016 12:29:11 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 4 | -3 |
INT | 14 | +2 |
WIS | 20 | +5 |
CHA | 14 | +2 |
Skull Kid
Termina/Majora's Mask
Alignment: Chaotic Evil
Motto: "Are you having fun without me? You'd better not be!"
Allies/Friends: Tatl, Tael, Majora
Enemies/Rivals: Young Link, Linkle
Backstory: Provide a Link to a Wiki
Appearance:
History On Li: Must be at least provide two good paragraphs detailing how the character arrived, what they had been doing while on Li (if applicable), and their motives to either better or worsen the planet. 1-3 sentences does not constitute a good paragraph.
Primary Attacks (3)
Midnight Blast: Throws a series of dark magic blasts at a foe with varying rates of speed and intensity. The attack's power can vary based on how much magic Skull Kid puts into it. The more magic, the more powerful it is but slightly slower. [Light-Heavy attack: 8%-19%]
Eyes of Majora: Emits a focused yet powerful laser beam out of the eyes of Majora to deal damage to the foe. Has a 30% chance to burn. [13%]
Chaos Hurricane: Skull Kid conjures up a hurricane that sucks the foe in and continually damages them while they can not escape. Skull Kid then taunts them and laughs before making a meteor come down from the hurricane and pulverize the foe in an explosion of darkness. Has a 50% chance to inflict Sickness and can not be blocked. Takes 2 actions, 3 turn cooldown. [30%]
Special Attacks (3)
Chaos Charge: Skull Kid sacrifices his turn to summon an aura of darkness around himself or an ally. This aura gets stronger and larger the more it is stacked. This aura, when used, each double the potency (damage/healing) and effect chance of Skull Kid's next action by 100%[DMG %]
Majora's Curse: Skull Kid puts a curse on the foe that is random as Majora is chaos. The effects of the dark magic is unpredictable in Skull Kid's hands. It uses Skull Kid's Wisdom vs the foe's Intelligence. If Chaos Charge is used to charge this move, Skull Kid is allowed to choose what Status it inflicts on top of a +2 to his roll. This status condition is otherwise chosen with a 1d14 where 1 = Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Infatuation: For three turns, the cursed target is blinded by love. They must roll INT against a value equal to 10+Skull Kid's Charisma Mod in order to attack anyone except Skull Kid, and they may not attack him with an attack that causes him to take damage. However, they may use non-damaging attacks, statuses or grapples in an effort to subdue and or kidnap him as some characters are prone to doing.
Disabled: The stat the target last used to attack with is disabled, preventing them from making any attacks that use that stat for 3 turns. [DMG %]
Puppet Tune: Blows a horn to call down a puppet that stays around and attacks foes as a free action from Skull Kid. They stay around until their 20% HP is deleted and w0rk off Skull Kid's Charisma Stat. If Skull Kid charges this move, the puppet's HP is double and it's damage is 1.5x stronger for each stack on it for one attack. [Claw Swipe=10%]
Final Smash (1)
Chaos Wave: Skull Kid clutches his mask as Majora's power flows through him with sheer intensity. This first results in an explosive blast of dark magic around him that damages foes for 25%. On top of this, he gets 2 stacks Chaos Charge as well as the ability to remove cooldown on one move for one use.
Other Info:
Linkle (Dual Crossbows)
10 total points to distribute
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 14 | +2 |
CON | 6 | -2 |
INT | 14 | +2 |
WIS | 8 | -1 |
CHA | 14 | +2 |
Linkle (Pegasus Boots)
10 total points to distribute
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 18 | +4 |
CON | 8 | -1 |
INT | 12 | +1 |
WIS | 4 | -2 |
CHA | 12 | +1 |
Appearance:
Home Planet/Origin: Hyrule/Hyrule Warriors
Alignment: Neutral Good
Motto: "And that's why I'm the hero of legend!"
Allies/Friends: Impa, Midna, Cuccos of all kinds, Zelda
Enemies/Rivals: Skull Kid, King Dodongo
Backstory: Provide a Link to a Wiki
History On Li: Must be at least provide two good paragraphs detailing how the character arrived, what they had been doing while on Li (if applicable), and their motives to either better or worsen the planet. 1-3 sentences does not constitute a good paragraph.
Primary Attacks (3)
Rapid Fire: Linkle fires a fury of shots from her dual crossbows that are fast and though not very powerful, can be used in rapid succession. [Light Dex Attack, 8%]
Blazing Kicks: Kicks the foe with a series of blazing kicks that are decently powerful and fast to deliver. This fighting ability shows she is quite skilled at kicking as she is shooting. [Medium Strength attack, 15%, 10% chance to burn]
Bomb Shot: Linkle fires off a bomb that detonates on impact with anything it collides with. She carries three bombs at a time and must defeat an enemy to reload her bombs. [Heavy Dex attack, 22%, 30% chance to burn]
Legs of a Hero: A fast and furious fighting style that impacts the foe with a series of lightning fast kicks. The kicks can vary in speed and power making her martial prowess quite flexible. [Light-Heavy STR attack, 8%-19%]
Heroic Charge!: A powerful charge that Linkle executes by running in place for a moment before dashing forward and impacting the foe with devestating force. This attack has a good chance to leave the foe winded and opened. However, it leaves Linkle open as well, lowering her dodge modifier by 2 until her next turn of attacks. 1 turn cooldown. [Heavy Dex attack, 26%, 40% chance to stun]
Thunder Slam: Linkle charges up her Pegasus Boots before jumping and aiming to slam into the foe with a powerful slam kick that creates an explosion of electricity on impact. It is severely powerful but has a 3 turn cooldown and takes 2 actions to use. [Heavy STR attack, 30% damage, 50% chance to paralyze]
Special Attacks (3)
Magic Compass Force: The holy powers inside the Magic Compass radiate before releasing a blast of light that inflicts the enemy with a random ailment. It is beyond Linkle's control and tends to happen at seemingly random but it seems to radiate with her heroic charisma. Rolls Linkle's Charisma vs the Foe's INT. This status condition is otherwise chosen with a 1d14 where 1 = Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Infatuation: For three turns, the cursed target is blinded by love. They must roll INT against a value equal to 10+Linkle's Charisma Mod in order to attack anyone except Linkle, and they may not attack Linkle with an attack that causes her to take damage. However, they may use non-damaging attacks, statuses or grapples in an effort to subdue and or kidnap her as some characters are prone to doing.
Disabled: The stat the target last used to attack with is disabled, preventing them from making any attacks that use that stat for 3 turns.
Evasion Blast: Linkle pulls out a sticky bomb and rolls DEX to avoid the foe's attack and then counters by sticking the bomb to the foe and jumping back before it detonates. The bomb does 1.5x the foe's attack. However, if she is hit, it will go off in her hand and make her take it full force with their attack. If it is attached, there is a delay that it can be pulled off with STR.
Style Switch: Linkle switches up her fighting style through her personal weapons[0%]
Magic Compass Force: The holy powers inside the Magic Compass radiate before releasing a blast of light that inflicts the enemy with a random ailment. It is beyond Linkle's control and tends to happen at seemingly random but it seems to radiate with her heroic charisma. Rolls Linkle's Charisma vs the Foe's INT. This status condition is otherwise chosen with a 1d14 where 1 = Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Infatuation: For three turns, the cursed target is blinded by love. They must roll INT against a value equal to 10+Linkle's Charisma Mod in order to attack anyone except Linkle, and they may not attack Linkle with an attack that causes her to take damage. However, they may use non-damaging attacks, statuses or grapples in an effort to subdue and or kidnap her as some characters are prone to doing.
Disabled: The stat the target last used to attack with is disabled, preventing them from making any attacks that use that stat for 3 turns.
Cucco Summoning: A Cucco comes and aids Linkle in battle for a brief period of time. The Cucco summoned can either be used to attack for large damage or be used for support like flying up or being used to block people off, etc. 3 turn cooldown. [28%]
Final Smash (1)
Critical Snipe: Linkle takes aim at the foe's weak points and fires focused light embued bolts at all their weakpoints to deal massive damage to that foe. It is capable of piercing even the strongest of armors and defenses. (55%)
Alt Final Smash (1)
Cucco Swarm: Linkle calls forth a swarm of Cuccos that rush into the fray and start pecking all foes for high damage and in quick fury. (40%)
Other Info:
Last Edit:
Sept 17, 2016 11:21:55 GMT -8 by Coolshaymin