Post by Coolshaymin on Feb 18, 2018 19:08:13 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 12 | +1 |
CON | 6 | -2 |
INT | 16 | +3 |
WIS | 20 | +5 |
CHA | 14 | +2 |
Princess Zelda of New Hyrule
New Hyrule/Spirit Tracks
Alignment: Good
Motto: "No demon is living inside my body! That's disgusting!"
Allies/Friends: Link, Adrian, Alfonzo, Tetra (Grandmother)
Enemies/Rivals: Chancellor Cole, Bryce, Malladus
Backstory:The Spirit Tracks
Appearance:
History On Li: After finally getting her body back and some rest, Zelda and Link decide to take a train trip to the islands for a well deserved swim. The trip however was delayed as on the train trip there was a violent shake as a train rammed into the back of their transport. A look showed it to be another kind of demon train which upset the princess greatly. That is before another hit caused her to lose balance and fall towards the ocean, a dark portal opening up and consuming the poor princess. She just wanted to swim and now yet another terrible event has pulled her away from freedom.
She felt a pull on her very presence as the world grew hazy. Soon after, she lost strength and faded into unconscious... After some time, she opened her eyes to see a strange place... One that was fairly dark and covered in what seemed to be eternal twilight. However, where she was soon became an irrelevant issue as something felt... very off. She felt a terrifyingly familiar feeling of weightlessness. Almost like... "What the-?.... WHY IS THIS HAPPENING AGAIN?!" The spirit of the Princess of New Hyrule screamed in sheer shock as her soul was once more pulled from her body. How did this happen and where had her body gone? Is Link okay? She needed to find her way out of her surroundings and back to her body before it's too late.
Primary Attacks (3)
Etheral Light: Zelda uses light magic to strike the fool for good damage and does not take much energy to do considering her being is comprised of light as a descendant of Hylia. This holy magic takes many forms but she is not too experienced in it yet. Since she lacks much physical ability as a ghost, magic will have to do. [Light-Moderate Wisdom attack, 8-18 %]
Sacred Spirit Blast: Zelda summons up more power of her sacred spirit power and creates a glyph under the foe in the form of the New Hyrule Symbol. Soon after follows a strong burst of light magic that blasts the foe back with intense power. However, it exhausts her afterwards, triggering a 2 turn cooldown. [Heavy Wisdom Attack, 26%]
Sacred Spirit of Din: Zelda focuses on her connections to the spirits to create a fire ball to scorch her enemies and leave them with a nasty burn. This sacred flame can be controlled to a degree though she is not too trained with it yet, especially considering the conditions of New Hyrule. These fireballs have a 30% chance to burn. [Medium Wisdom attack, 12%]
Special Attacks (3)
Phantom Zelda: Zelda summons a Warp Gate which opens upon the sound of a train whistle which throws out a Phantom Armor before disappearing. The Phantom, now free of the Evil Spirits, allows itself to be possessed and controlled by the good Princess. (Transfornation)
Possession: Zelda flies into a enemy or ally if they are willing and can make them perform an action of her choice on a target of her choice. She makes a Wisdom Roll vs. Their Int roll to see if she can control them long enough to perform the action. If not, or after she succeeds, if they are conscious, she will be forced out immediately, not quite having the hang of it outside Phantoms. This action bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation and sleep. When used on a sleeping target or a target that is otherwise incapable of defending themselves, possession lasts until they regain consciousness. In addition, she can "take residence" of a person's body by hiding inside them and can talk to them telepathically if they are willing. This allows her to hide inside them, however she will feel half the pain they take and can not attack with her own moves until she leaves their body which means she can't re-enter for 4 turns or until after combat. [Possession technique 4 turn cooldown]
Spirit Flute's Song of Healing: Thankfully being more solid in spirit than before, Zelda can play music once more on her Spirit Flute. However, the one move she has learned since watching Link play it is the Song of Healing. This mystical song summons a Spirit of Healing which heals an ally or herself for 1d15+Zelda's Charisma. The spirit will require a 3 turn cooldown before helping again. [Healing Special]
Phantom Copy: Zelda channels a thing she learned from Valorie... involuntarily as she focuses on a foe, she then drains some of their essence, attempting to leech off one of their moves. This pits her Wisdom vs the foe's INT. if Zelda wins she will gain access to their technique and form as well as sealing the move on a 4 turn cooldown. Her techniques have an extra turn of cooldown but she can summon a clone made out of spirits to perform them with her Wisdom. She can also take on their appearance and voice but none of their other traits and still being a bit transparent to try and trick people. She can store up to 3 moves but can have a 4th until the end of a mission or battle. 3 turn cooldown. Her copied moves are:
Copied Form/Move 1
Copied Move/Form 2
Copied Stuff 3
Spirit Train: Zelda gives her instrument a blow, a train whistle signifying a time-gate opening as she summons a Spirit Train to support her. This move is powered by a resource known as Spirit Fuel. Every turn that a Spirit Train Move is not used Zelda will gain a Charge of Spirit Fuel. She can then choose an amount and expend it to summon various trains to aide her in a variety of ways. Every form of action the Spirit Train can expend a different amount of fuel for stronger effects. A list of Spirit Train Summons is:
-Passenger Train: Summons the Spirit Train without any attachments by default, making it cost effective but a fairly strong speedboost. This move gives Zelda a +3 buff to her Dexterity Mod and allows her to carry allies on the Spirit Train to make a strong team.However, the Spirit Train is vulnerable while traveling and will break early if it takes 40% damage which will put all Spirit Train Moves on a 3 turn cooldown. It expends one Spirit Fuel per turn and will leave when all charges are consumed. It also allows Zelda access to all Spirit Train Moves' cheapest forms but with an extra turn of cooldown each.
-Pain Train: The Time-Gate opens up and the Spirit Train comes charging through, smashing through all foes in it's way before leaving through another portal. This move does 20% damage by default but another 5% for every Spirit Fuel consumed for a max of 3. The weakest is the default Spirit Train for 20%, the second form is the Skull Train, drilling into the foe for 25% for 2 Spirits Fuel and the final form is a Golden Train for 30% damage for 3 Spirit Fuel.
-Cannon Blast: A cannon attachment to the Spirit Train, fires a potent payload of explosives at the unfortunate target. By default it consumes 2 Spirit Fuel and deals 24% damage. It can be upgraded to Tier 2 for 4 Spirit Fuel and 5 Spirit Fuel for it's ultimate form. The second Tier is the Sweets Cannon, firing honey upon a foe, adding a 50% chance of a sticky paralysis. The final form is the Dragon Cannon, firing a blue fire dragon that deals an extra 6% damage with a 50% chance to burn instead.
-Delivery:Spends Spirit Fuel and converts it into Food items, one food item for every Spirit Fuel spent. 3 Spirit Fuel can give Zelda or an ally one Common Quality Item and consuming all 5 charges gives an Uncommon Item.However all items provided by the train must be used in thread.
Copied Form/Move 1
Copied Move/Form 2
Copied Stuff 3
Spirit Train: Zelda gives her instrument a blow, a train whistle signifying a time-gate opening as she summons a Spirit Train to support her. This move is powered by a resource known as Spirit Fuel. Every turn that a Spirit Train Move is not used Zelda will gain a Charge of Spirit Fuel. She can then choose an amount and expend it to summon various trains to aide her in a variety of ways. Every form of action the Spirit Train can expend a different amount of fuel for stronger effects. A list of Spirit Train Summons is:
-Passenger Train: Summons the Spirit Train without any attachments by default, making it cost effective but a fairly strong speedboost. This move gives Zelda a +3 buff to her Dexterity Mod and allows her to carry allies on the Spirit Train to make a strong team.However, the Spirit Train is vulnerable while traveling and will break early if it takes 40% damage which will put all Spirit Train Moves on a 3 turn cooldown. It expends one Spirit Fuel per turn and will leave when all charges are consumed. It also allows Zelda access to all Spirit Train Moves' cheapest forms but with an extra turn of cooldown each.
-Pain Train: The Time-Gate opens up and the Spirit Train comes charging through, smashing through all foes in it's way before leaving through another portal. This move does 20% damage by default but another 5% for every Spirit Fuel consumed for a max of 3. The weakest is the default Spirit Train for 20%, the second form is the Skull Train, drilling into the foe for 25% for 2 Spirits Fuel and the final form is a Golden Train for 30% damage for 3 Spirit Fuel.
-Cannon Blast: A cannon attachment to the Spirit Train, fires a potent payload of explosives at the unfortunate target. By default it consumes 2 Spirit Fuel and deals 24% damage. It can be upgraded to Tier 2 for 4 Spirit Fuel and 5 Spirit Fuel for it's ultimate form. The second Tier is the Sweets Cannon, firing honey upon a foe, adding a 50% chance of a sticky paralysis. The final form is the Dragon Cannon, firing a blue fire dragon that deals an extra 6% damage with a 50% chance to burn instead.
-Delivery:Spends Spirit Fuel and converts it into Food items, one food item for every Spirit Fuel spent. 3 Spirit Fuel can give Zelda or an ally one Common Quality Item and consuming all 5 charges gives an Uncommon Item.However all items provided by the train must be used in thread.
Final Smash (1)
Spirit Train Wreck: The Spirit Princess of New Hyrule gathers all her energy to summon a triangle barrier under the foe which binds their spirit and body in space, trapping anyone through it's sacred power. She then calls forth a Warp Gate on both sides of the opponent as a whistle blows as they both open and a Spirit Train comes out and rams the foe into the other gate which transports them both along Spirit Tracks through several obstacles somewhere else in the world before plowing them into another gate back into the arena to slam them down. This attack accumulates 60% damage to a single foe before dropping them back off in the arena.
Other Info: This Zelda is horrified of rats... To the point that them being around is enough to paralyze her with fear until they are dealt with.
Zelda's Soul is much more solid and able to be damaged compared to her adventures with Link however others can now hear and see her as a result. However, she, lacking a body can not be properly killed by normal means, though after taking too much damage, her spirit will lose the spirit to fight and usually trophify or not be able to continue on fighting.
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 20 | +5 |
DEX | 4 | -3 |
CON | 20 | +5 |
INT | 10 | +0 |
WIS | 10 | +0 |
CHA | 6 | -2 |
Phantom Zelda
Appearance:
Primary Attacks (3)
Phantom Arts: Using the heavy strength of a Phantom, Zelda punches, kicks or slashes the foe with it's massive sword with deceptively swift strikes or heavy hitting blows. (Light-Medium STR Attack, 8-18%)
Torch Blade: Zelda lights her sword ablaze using the power of the Torch Phantoms to craft a flaming sword. This can either be used as a light source by keeping it alight or a devestating blow for massive damage by 5% recoil. (Heavy Strength Attack, 28%)
Wrecker Ball: The Phantom turns into a large steel ball and bowls herself at the opponent strongly and powerfully as her heavy weight crushes the foe with quite paralyzing force. If a grab is initiated before this move, this move will also function as a throw. 2 turn cooldown. 40% chance to Paralyze. [Heavy Strength Attack, 19%]
Special Attacks (3)
Unpossesion: Zelda's Spirit exits the Phantom and a Warp Gate appears to which the Phantom jumps into to await further need. (Transformation back into Ghost Zelda)
Sacred FIST of the Spirits: The Phantom Zelda sheaths her sword and shield, using an action that turn to gather Sacred Energy. On the next turn, if Zelda takes no damage, she will have finished charging her Sacred Energy and will attempt to deliver a mighty fist of holy energy directly into the foe for major damage. If she takes any damage on the second turn, she will not have enough focus to pull off the attack. She must also have not used all her attacks on the previous turn. [Heavy Strength Attack, 28%]
Sacred Fist of the Spirit!: Zelda channels light energy into her hands or sword before delivering a devestating blow of sacred energy to the target that restores energy to Zelda's spirit should it connect. This strike has a delay but is super powerful, piercing Bubble Shields and healing Zelda by half the damage it deals should it connect. Takes 2 actions, 2 turn cooldown. (Heavy STR Attack, 30%)
Phantom Warp: Zelda disappears in a flash of darkness before reappearing in an instant and rather unexpectedly for large clunky armor as she uses the abilities of the Warp Phantom as a free action. This makes the followup count as a sneak attack, adds a +2 to accuracy but lowers damage output by 2. 1 turn cooldown.
Final Smash (1)
Sacred HEROIC ONSLAUGHT of the Spirits: Zelda does a heroic pose in her armor that is accompanied by a strong shine as her morale and power increases greatly as she truly gives it her all to take down the forces of evil in Link's stead. For 3 turns, all of Zelda's stats are buffed by 4 and she gets a +5 increase to damage on all her attacks as well as +5 reduction to all damage she takes. The flow of overwhealming heroism ends after these three turns.
Other Info: The Phantom Armor is strong enough that it can go through lava without any damage. However, lava based attacks will still bother it.
Last Edit:
Jul 5, 2020 8:51:04 GMT -8 by Coolshaymin