Post by Mari on Dec 30, 2016 23:19:28 GMT -8
Discipline | Stat Pts | MOD |
STR | 18 | +4 |
DEX | 20 | +5 |
CON | 6 | -2 |
INT | 10 | +0 |
WIS | 16 | +3 |
CHA | 12 | +1 |
Amy Rose
Sonic
Alignment: Chaotic Good
Motto: "Have no fear! Amy Rose is here!"
Allies/Friends: Sonic, Cream, Big
Enemies/Rivals: Eggman Empire, The Black Arms, The Nocturnus Clan
Backstory: link
Appearance:
History On Li: Amy was helping her best friend Cream pick flowers, minding her own business and probably daydreaming about giving those flowers to Sonic, followed by Sonic giving those flowers to her. It was a rather dull day, but Amy wasn't complaining. Sure, she hadn't felt Sonic's presence for a while now. But it was nice not having to chase him around all day! She didn't need stupid, sexy Sonic distracting her and leading her on some wild journey to find him! ...H-Honest! Besides, at least Dr. Eggman wasn't bothering anyone. ...Or any of his minions for that matter. She wondered where they were, actually! Wait, a chaos emerald? Here? ...Huh. The rock had good taste in hangouts. Amy was about to congratulate Cream on her find when an enormous portal appeared out of nowhere to consume the smaller girl.
...Unbelievable. To say Amy was not amused was an understatement, but her disbelief was overshadowed by her alarm. Amy rushed to pursue Cream, pausing only long enough to turn back and pick up the chaos emerald the other had dropped before rushing to lunge through the portal before it could close on her. Amy emerged onto the steps of a very decrepit looking old house in a shower of flower petals that had been sucked in by the portal with her. Brushing off her dress, she looked about for her friend. Cream was nowhere to be seen, however. ...Well, she couldn't be far, right? Time to start searching!
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (7)]Spin Attack: Amy curls into a ball and rolls at a foe while rushing them, attempting to rapidly rake them with her handy dandy hedgehog spines! How awful. Does 2% extra damage if the target is being grappled. Moderate Knockback. 1 Turn Cooldown (Light Comboable Dex Attack; Does 8%)
Mixed Martial Arts: Not her preferred method of fighting, but Amy can employ her body to bring the pain to foes wth veritably powerful body blows. Moderate Knockback (Medium Str Attack; Does 12-16% Damage)
Piko Piko Hammer: Amy wields her Piko Piko Hammer with frankly terrifying dexterity for such a heavy weapon. The secret is an incredibly flexible handle and a head with a mind of its own that allows her to swing it with almost zero resistance, allowing for extremely powerful blows with minimal strength investment. However, because the hammer is often outputting more force than Amy could physically output on her own, the feedback is often somewhat painful. It's not uncommon for her arms to go numb after a while of using it. She suffers 2% recoil every time she uses it. Moderate Knockback. (Heavy Dex Attack; Does 19% + Dex Mod)
Storming Heart: Amy summons a twister esque storm of hearts to bombard nearby opponents with explosive hearts! One heart will remain and she can use it to heal herself or an ally for half the damage it did, either immediately or as a free action next turn. 3 turn cooldown. (Heavy Cha Attack; Does 18% Damage)
Girl Bomber: Amy runs at someone and throws herself backside first at them! Hits with bizarrely large amounts of force and knockback. If someone attacks Amy from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, it has a 30% chance of inflicting the infatuation status. Has a -2 accuracy penalty and a 2 turn cooldown. (Heavy Str Attack; Does 25% + Cha Mod Damage)
Boost Mode: Amy shields her body with a magical heart aura surrounding her and rushes forward at extreme speeds, using the heart aura shield to plow through enemies without even slowing down! Amy can act with a +2 to her Dex Mod while using this move including taking making any dexterity skill checks while using it, however it takes an action to build up speed before she can start using it. After she builds up speed though, she can spend the rest of her turn using it. Heavy Knockback. 3 turn cooldown (Heavy Dex Attack; Does 23+Dex Mod% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown (Medium Wis Attack. Does 14% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (8)]Spin Dash: Amy has a particular set of skills; skills she acquired by being an obsessive Sonic fangirl. The spin dash is one of them. Curling into a ball, Amy rapidly spins in place without gaining any traction. This generates an enormous amount of friction and may set certain surfaces on fire. More importantly, though, it allows Amy to suddenly gain an enormous amount of speed. She gains a +3 bonus to her dexterity mod for 1 turn and adds her dexterity modifier as bonus damage to all of her physical attacks. This attack has a 3 turn cooldown that can be ignored at the cost of a self-inflicted burn, but only if Amy is not already burned.
Adrenaline Surge: Get pumped! This buff can be activated as a free action in response to danger, pain and extreme emotions. Amy gains a +4 to her strength modifier and a +1 to her dexterity modifier for 3 Turns. However, if she succeeds a strength roll she would have failed without this buff Amy becomes afflicted with the Severe Fatigue debuff for an amount of turns equal to 4 - (The amount she beat the aforementioned roll by) once adrenaline Surge ends. 4 turn cooldown.
Chaos Control: Amy attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Amy's roll, and if Amy beats their Int roll by a value of 6 or above, they are also stunned. This attack has a 5 turn cooldown.
Phase Shift: Tapping into occult magic, Amy turns herself invisible! Or more accurately, Amy shifts herself onto the plane of spirits temporarily. Amy can use this attack in two different ways. By not attacking, Amy can stay invisible and force enemies to beat a stealth roll with a +2 bonus she makes at the end of each turn with their perception to be able to locate her, else only critical rolls will be able to hit her. If she attacks, however, Amy ceases to be invisible and the attack she used targets the opponent's perception (Wis) instead of their dex. 2 turn cooldown.
Healing: By thinking about someone she loves dearly, Amy summons the power of love to heal herself or an ally! Heals for 1d15+Cha. However, at the cost of 2 actions it can be increased to 1d25+Cha. 3 turn cooldown.
Tarot Draw: Amy deliberately lays a curse upon someone using her tarot cards as a WIS vs INT roll! If successful, the target is forced to roll twice on all rolls during their next turn and take the lower of the two rolls each time. 4 turn cooldown.
Warrior Feather: I'll try spinning; that's a cool trick! Amy twirls around rapidly, swinging her hammer in a circular fashion and whacking anyone who gets too close! She gets dizzy afterward, though. Roll 1d30+Int for mental resistance. This attack is successfully used once for every 5 on the roll, with a roll of 4 or less resulting in a clumsy failure that wastes an action but doesn't actually invoke the move's other downsides. This move uses an action each time, but only takes a cumulative -3 from haste instead of the normal -5. Each hit does 30% damage and uses dexterity for its modifier. She loses an action on the turn after recovering from dizziness. 4 turn cooldown.
Cartomancy: Amy performs a tarot card reading for herself and/or allies. Each additional person given a reading costs an additional action, and if used out of combat she can give her entire party a reading in a single turn. These readings are both a blessing and a curse. The mere knowledge of one's fortune is believed to be powerful enough to influence them, and not all tarot cards bring positive change. A person's tarot buff does not decrease during a turn where they take no combat actions and lasts 4 turns. The move has a 4 turn cooldown. Which tarot card a person gets is determined by a 1d22, with the results shown below.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]
Super Amy: Amy utilizes the Rose Emeralds or other Chaos Emerald equivalents to transform into Super Amy! This form greatly magnifies Amy's natural ESP to a level where she can effortlessly see the future in realtime, processing it just as easily and quickly as she does the present while also processing the present. This state of quasi-omniscience causes her to automatically succeed all perception checks regardless of their nature and grants her "forced advantage" against all foes and tasks. While Amy has advantage, she can roll twice on any roll and take the higher roll, discarding the lesser of the two. This lasts 3 turns. However, it can be extended at a cost of 2% damage every turn, which doubles on every subsequent turn. Lastly, Amy's Cartomancy ability becomes a free action during her final smash.
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[PTab=Other Info]-
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[/PTabbedContent]
Mixed Martial Arts: Not her preferred method of fighting, but Amy can employ her body to bring the pain to foes wth veritably powerful body blows. Moderate Knockback (Medium Str Attack; Does 12-16% Damage)
Piko Piko Hammer: Amy wields her Piko Piko Hammer with frankly terrifying dexterity for such a heavy weapon. The secret is an incredibly flexible handle and a head with a mind of its own that allows her to swing it with almost zero resistance, allowing for extremely powerful blows with minimal strength investment. However, because the hammer is often outputting more force than Amy could physically output on her own, the feedback is often somewhat painful. It's not uncommon for her arms to go numb after a while of using it. She suffers 2% recoil every time she uses it. Moderate Knockback. (Heavy Dex Attack; Does 19% + Dex Mod)
Storming Heart: Amy summons a twister esque storm of hearts to bombard nearby opponents with explosive hearts! One heart will remain and she can use it to heal herself or an ally for half the damage it did, either immediately or as a free action next turn. 3 turn cooldown. (Heavy Cha Attack; Does 18% Damage)
Girl Bomber: Amy runs at someone and throws herself backside first at them! Hits with bizarrely large amounts of force and knockback. If someone attacks Amy from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, it has a 30% chance of inflicting the infatuation status. Has a -2 accuracy penalty and a 2 turn cooldown. (Heavy Str Attack; Does 25% + Cha Mod Damage)
Boost Mode: Amy shields her body with a magical heart aura surrounding her and rushes forward at extreme speeds, using the heart aura shield to plow through enemies without even slowing down! Amy can act with a +2 to her Dex Mod while using this move including taking making any dexterity skill checks while using it, however it takes an action to build up speed before she can start using it. After she builds up speed though, she can spend the rest of her turn using it. Heavy Knockback. 3 turn cooldown (Heavy Dex Attack; Does 23+Dex Mod% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown (Medium Wis Attack. Does 14% + 2x Cha Mod Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (8)]Spin Dash: Amy has a particular set of skills; skills she acquired by being an obsessive Sonic fangirl. The spin dash is one of them. Curling into a ball, Amy rapidly spins in place without gaining any traction. This generates an enormous amount of friction and may set certain surfaces on fire. More importantly, though, it allows Amy to suddenly gain an enormous amount of speed. She gains a +3 bonus to her dexterity mod for 1 turn and adds her dexterity modifier as bonus damage to all of her physical attacks. This attack has a 3 turn cooldown that can be ignored at the cost of a self-inflicted burn, but only if Amy is not already burned.
Adrenaline Surge: Get pumped! This buff can be activated as a free action in response to danger, pain and extreme emotions. Amy gains a +4 to her strength modifier and a +1 to her dexterity modifier for 3 Turns. However, if she succeeds a strength roll she would have failed without this buff Amy becomes afflicted with the Severe Fatigue debuff for an amount of turns equal to 4 - (The amount she beat the aforementioned roll by) once adrenaline Surge ends. 4 turn cooldown.
Chaos Control: Amy attempts to warp time around her foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Amy's roll, and if Amy beats their Int roll by a value of 6 or above, they are also stunned. This attack has a 5 turn cooldown.
Phase Shift: Tapping into occult magic, Amy turns herself invisible! Or more accurately, Amy shifts herself onto the plane of spirits temporarily. Amy can use this attack in two different ways. By not attacking, Amy can stay invisible and force enemies to beat a stealth roll with a +2 bonus she makes at the end of each turn with their perception to be able to locate her, else only critical rolls will be able to hit her. If she attacks, however, Amy ceases to be invisible and the attack she used targets the opponent's perception (Wis) instead of their dex. 2 turn cooldown.
Healing: By thinking about someone she loves dearly, Amy summons the power of love to heal herself or an ally! Heals for 1d15+Cha. However, at the cost of 2 actions it can be increased to 1d25+Cha. 3 turn cooldown.
Tarot Draw: Amy deliberately lays a curse upon someone using her tarot cards as a WIS vs INT roll! If successful, the target is forced to roll twice on all rolls during their next turn and take the lower of the two rolls each time. 4 turn cooldown.
Warrior Feather: I'll try spinning; that's a cool trick! Amy twirls around rapidly, swinging her hammer in a circular fashion and whacking anyone who gets too close! She gets dizzy afterward, though. Roll 1d30+Int for mental resistance. This attack is successfully used once for every 5 on the roll, with a roll of 4 or less resulting in a clumsy failure that wastes an action but doesn't actually invoke the move's other downsides. This move uses an action each time, but only takes a cumulative -3 from haste instead of the normal -5. Each hit does 30% damage and uses dexterity for its modifier. She loses an action on the turn after recovering from dizziness. 4 turn cooldown.
Cartomancy: Amy performs a tarot card reading for herself and/or allies. Each additional person given a reading costs an additional action, and if used out of combat she can give her entire party a reading in a single turn. These readings are both a blessing and a curse. The mere knowledge of one's fortune is believed to be powerful enough to influence them, and not all tarot cards bring positive change. A person's tarot buff does not decrease during a turn where they take no combat actions and lasts 4 turns. The move has a 4 turn cooldown. Which tarot card a person gets is determined by a 1d22, with the results shown below.
Roll | Card | Effect |
1 | Death | You take +10 damage from all sources. |
2 | The Devil | You are possessed by the whims of an evil fae monster known as a hag, a cruel and monstrous creature resembling the evil old witches in old stories whose hobbies include sowing discord and corruption, eating people, and generally finding creative ways to revel in the pain of others, both emotional and physical. They often cause you to act as if your alignment were changed to Chaotic Evil, otherwise pretending to be you just to mess with your friends. Treat this as the berserk status without necessarily the anger component, only once you fail a roll, you continue fighting allies until the effect wears off. If you never fail the roll, the hag simply fails to assert control over you. |
3 | The Tower | The secondary effects of attacks targeting are treated as having a 100% effect chance and you suffer a -2 penalty to defensive rolls |
4 | The Hanged Man | If you fail a dodge roll with an odd natural number, take 1.5x damage. This can only happen once per turn. |
5 | Judgement | For every attack you hit, you take +3 damage from the next attack that hits you. |
6 | The Empress | You gain a +4 bonus to all healing given and a +2 to all charisma checks against those 15 or younger. |
7 | Strength | Your strength modifier increases by +2 and you deal 3% more damage with strength based attacks. |
8 | The Moon | Your dexterity modifier increases by +2 and you deal 6% more damage when making surprise attacks. |
9 | The Emperor | Your constitution modifier increases by +2 and your bubble shield regenerates an extra 4% each turn, regardless of whether you use it or not. |
10 | The Magician | Your wisdom modifier increases by +2 and you deal 3% more damage with wisdom based attacks. |
11 | The Heirophant | Your intelligence modifier increases by +2 and you take 3% less damage. |
12 | The High Priestess | Your charisma stat increases by +2 and all status effects are 30% less likely to affect you. |
13 | The Chariot | You gain an extra action. |
14 | The Lovers | Love magic used by you does 5% more damage and healing love magic used by yo or targeting you heals for 5% extra. |
15 | The Fool | Once during the duration of this tarot, cure all negative status effects on yourself as a free action. |
16 | The Hermit | You suffer a -2 penalty to persuasion / intimidate checks. You gain a +3 to all other skill checks. |
17 | Temperance | You gain a +3 to all mental resistance checks. |
18 | Justice | For every attack that hits you, you do +2 damage up to a maximum of +8 for the duration of the buff. |
19 | Wheel of Fortune | You may reroll one attack or dodge every turn. |
20 | The Star | You gain a +2 to all of your defensive rolls and a +3 bonus to healing used by you or on you. |
21 | The Sun | You gain a +2 to all of your offensive rolls and the statuses effect chances of your attacks are raised by 30%. |
22 | The World | Once per turn, you may increase the damage of an attack to deal 1.5x damage as a free action. If it is a light comboable attack, apply this bonus to all three attacks. |
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]
Super Amy: Amy utilizes the Rose Emeralds or other Chaos Emerald equivalents to transform into Super Amy! This form greatly magnifies Amy's natural ESP to a level where she can effortlessly see the future in realtime, processing it just as easily and quickly as she does the present while also processing the present. This state of quasi-omniscience causes her to automatically succeed all perception checks regardless of their nature and grants her "forced advantage" against all foes and tasks. While Amy has advantage, she can roll twice on any roll and take the higher roll, discarding the lesser of the two. This lasts 3 turns. However, it can be extended at a cost of 2% damage every turn, which doubles on every subsequent turn. Lastly, Amy's Cartomancy ability becomes a free action during her final smash.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]-
-[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
Apr 10, 2022 14:26:01 GMT -8 by Mari