Post by TheSpatialWeeg on Feb 19, 2018 18:11:10 GMT -8
Mari Feel free to take this template and change it as you see fit. vwv
Primary Attacks(11):
Special Attacks(13):
Ultimate Attack(3):
Bayoen Haymaker: Combining the powerful energy of Bayoen with her maximum physical strength, Arle throws a very mean punch. 60% damage, single target.
Heaven's Ray: A powerful beam of holy light drops from the sky, or the ceiling if applicable, onto a single target. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's attacks have their cooldowns increased by 1 for 3 turns.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.
Battle Arle
alternatively: Rulue Cross Arle
alternatively: Rulue Cross Arle
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Primary Attacks(11):
Rock Punch: Arle throws a powerful singular punch at an enemy! While not as powerful as the original outing, caution is still advised. (Medium STR, 16%)
Wind Kick: Arle goes for a diagonal kick that goes as fast as the wind itself. (Medium, 12%)
Fire Wave: Can't use ki? Use the best next alternative! Arle charges up her fire magic, letting out a powerful fire laser similar to Rulue's Power Wave. 2 turn cooldown (Heavy WIS, 25%)
Ice Storm: Arle unleashes a storm of icy wind, snow and jagged icicles upon her opponents, bombarding them with pain. Has a 35% chence to freeze the targets. Arle suffers a -1 to her dexterity during the turn she casts this attack. (Medium WIS attack; Does 18% Damage)
Thunder Overload: Arle rolls for a grapple. If the roll proves successful, Arle will grab an opponent by the face and slam them down to the ground, pumping a good dose of thunder magic on said face before throwing them away. Subsequent attempts in the same turn suffer -1 accuracy. (Heavy STR, 21%, 1 turn cooldown)
Power Strike: Arle puts all of her might on a haymaker. Suffers from -2 accuracy. (Heavy STR, 25% + Str mod)
-------------: Add any move you want here.
Holy Laser: Arle channels her force of personality into a divine laser that explosively impacts enemies. Because it's a laser, it's difficult to dodge. It's also very powerful but is quite draining as a result. This attack gains a +2 to its accuracy and has a 40% chance of inflicting Healing Suppression. 4 turn cooldown. (Heavy Cha Attack; Does 21% + Cha 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 Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the mini, mind-melted or infatuation status at Arle's discretion. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -1 to her dodge roles on the following turn. Has a 3 turn cooldown. (Medium Wis Attack; Does 12% + 2x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle 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 Wis Attack; Does 18% + 2x Cha Mod Damage)
Wind Kick: Arle goes for a diagonal kick that goes as fast as the wind itself. (Medium, 12%)
Fire Wave: Can't use ki? Use the best next alternative! Arle charges up her fire magic, letting out a powerful fire laser similar to Rulue's Power Wave. 2 turn cooldown (Heavy WIS, 25%)
Ice Storm: Arle unleashes a storm of icy wind, snow and jagged icicles upon her opponents, bombarding them with pain. Has a 35% chence to freeze the targets. Arle suffers a -1 to her dexterity during the turn she casts this attack. (Medium WIS attack; Does 18% Damage)
Thunder Overload: Arle rolls for a grapple. If the roll proves successful, Arle will grab an opponent by the face and slam them down to the ground, pumping a good dose of thunder magic on said face before throwing them away. Subsequent attempts in the same turn suffer -1 accuracy. (Heavy STR, 21%, 1 turn cooldown)
Power Strike: Arle puts all of her might on a haymaker. Suffers from -2 accuracy. (Heavy STR, 25% + Str mod)
-------------: Add any move you want here.
Holy Laser: Arle channels her force of personality into a divine laser that explosively impacts enemies. Because it's a laser, it's difficult to dodge. It's also very powerful but is quite draining as a result. This attack gains a +2 to its accuracy and has a 40% chance of inflicting Healing Suppression. 4 turn cooldown. (Heavy Cha Attack; Does 21% + Cha 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 Cha Attack. Does 14% + 2x Cha Mod Damage)
Butt Slam: Arle attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the mini, mind-melted or infatuation status at Arle's discretion. Does double damage if Arle is giant or her enemy is mini. Arle experiences a -1 to her dodge roles on the following turn. Has a 3 turn cooldown. (Medium Wis Attack; Does 12% + 2x Cha Mod Damage)
Hip Bash: Arle hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Arle 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 Wis Attack; Does 18% + 2x Cha Mod Damage)
Special Attacks(13):
Diacute: There's no reason to learn Kiai when you have something similar on your arsenal. Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Arle then gains a diacute buff 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 Arle's wisdom modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the diacute orb's damage, with X being the amount you lowered your wisdom modifier by. This can be given to an ally. Arle takes 5% recoil. 2 turn cooldown.
Balance Breaker: Arle proceeds to unleash a storm of kicks at an opponent. The moniker isn't a joke in any way shape or form, as Arle can throw an opponent off-balance, requiring them to roll 12+ STR to resist such a status. Else, they'll completely lose balance, leaving them helpless for a next attack. [18%, 4 turn cooldown]
Healing Magic - Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Defensive Stance: Arle forms a shield around her body. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by that shield. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Burning Fist Storm: Arle's spin on Rulue's Tekken Seisai, in which she emblazes her fists and rains down a storm of burning punches towards an opponent. This one is actually stronger than the actual conterpart, but not without a drawback... [30% damage, 8% recoil, 3 turn cooldown]
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Growth: This nature spell allows Arle to spur the rapid growth of plant life in an area or to encourage a single plant into rapid growth. The spell can be used to create vines or natural ladders to make the scaling of sheer surfaces easy. Wild Growth suffers a -5 modifier when free soil is not available and a -3 modifier when the soil she is using magic on is devoid of any life. However, she gains a +5 if she uses the move on a plant that is already in the process of growing. Lastly, the attack can be used in combat to summon dangerous plants. These plants can grapple foes using Arle's wisdom stat and attack her enemies for her, dealing 30% damage with a 50% chance of inflicting the poison status. Targets perception (wisdom). Costs 2 actions. 3 Turn Cooldown.
Burning Impact: Arle jumps high into the air and imbues one of her legs with her fire magic. She dive kicks soon afterward, the impact creating a small-scale earthquake on the ground once the kick connects due to the sheer strength. The kick is a single target attack while the earthquake is an AoE. Both attacks are determined by one roll. [Kick: 21%, Earthquake: 3%, 3 turn cooldown]
Levia: Arle summons a shield of magic in front of her to protect herself from an attack! To do this before the attack hits her, she must forfeit the right to dodge or bubble shield the attack and beat the attacking roll with a wisdom roll. If the opponent's attack is ranged or disjointed in any way (See: Melee attacks that use a weapon that increases their melee reach), it is reflected back into them with a +3 to its accuracy and a +5% to its damage. However, if it is a non-disjointed melee attack the character gets smacked with a magic wall for half the damage they would have done to Arle. INT targeting attacks can be blocked on a success, but will not be reflected. 3 turn cooldown.
Bayobayo: Arle 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 Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
----------: Add any move you want here.
Stardust Dragon: Arle spends two actions and 6% health summoning a celestial dragon to ravage her foes. For the next four turns, the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's wisdom modifier at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following its summoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Balance Breaker: Arle proceeds to unleash a storm of kicks at an opponent. The moniker isn't a joke in any way shape or form, as Arle can throw an opponent off-balance, requiring them to roll 12+ STR to resist such a status. Else, they'll completely lose balance, leaving them helpless for a next attack. [18%, 4 turn cooldown]
Healing Magic - Arle uses the power of holy magic to heal herself or her allies! Heals for 1D15+(Charisma Mod), but may have unexpected effects when used upon unholy targets. 3 turn cooldown.
Defensive Stance: Arle forms a shield around her body. For three turns, whenever Arle is hit by an attack, half of that attack's damage is absorbed by that shield. Additionally, half of all damage Arle does while under this buff is used to offset the damage absorbed by the breastplate. When the buff expires, Arle takes any remaining damage present on her breastplate. 3 turn cooldown.
Flying Squirrel Mount: A (relatively) giant flying squirrel hops in and allows Arle to mount it, greatly increasing her mobility! Though the squirrel cannot truly fly, it is so good at running, jumping and gliding that it is treated as if it could fly for the purposes of mechanics and fluff. While riding the squirrel, Arle gains +2 to her dexterity modifier and takes 5% less damage from attacks directed at her. The squirrel lasts for 3 turns before it gets tired, at which point Arle can continue riding it but will not gain the dexterity or damage reduction buff until she gets off and lets it rest. The squirrel itself has 40 HP. If it is reduced to 0 HP it becomes too wounded to be ridden, it's cooldown is doubled and it cannot be used again until it's HP is raised back above 0 via healing. 3 turn cooldown.
Burning Fist Storm: Arle's spin on Rulue's Tekken Seisai, in which she emblazes her fists and rains down a storm of burning punches towards an opponent. This one is actually stronger than the actual conterpart, but not without a drawback... [30% damage, 8% recoil, 3 turn cooldown]
Condia: Arle attempts to purge a target using a arcane magic. This can either be used on an ally to reduce the number of turns on their negative status conditions by 2 or on an enemy, as a Wisdom vs INT roll, to reduce the number of turns left on their positive buffs by 2. 1 turn cooldown.
Growth: This nature spell allows Arle to spur the rapid growth of plant life in an area or to encourage a single plant into rapid growth. The spell can be used to create vines or natural ladders to make the scaling of sheer surfaces easy. Wild Growth suffers a -5 modifier when free soil is not available and a -3 modifier when the soil she is using magic on is devoid of any life. However, she gains a +5 if she uses the move on a plant that is already in the process of growing. Lastly, the attack can be used in combat to summon dangerous plants. These plants can grapple foes using Arle's wisdom stat and attack her enemies for her, dealing 30% damage with a 50% chance of inflicting the poison status. Targets perception (wisdom). Costs 2 actions. 3 Turn Cooldown.
Burning Impact: Arle jumps high into the air and imbues one of her legs with her fire magic. She dive kicks soon afterward, the impact creating a small-scale earthquake on the ground once the kick connects due to the sheer strength. The kick is a single target attack while the earthquake is an AoE. Both attacks are determined by one roll. [Kick: 21%, Earthquake: 3%, 3 turn cooldown]
Levia: Arle summons a shield of magic in front of her to protect herself from an attack! To do this before the attack hits her, she must forfeit the right to dodge or bubble shield the attack and beat the attacking roll with a wisdom roll. If the opponent's attack is ranged or disjointed in any way (See: Melee attacks that use a weapon that increases their melee reach), it is reflected back into them with a +3 to its accuracy and a +5% to its damage. However, if it is a non-disjointed melee attack the character gets smacked with a magic wall for half the damage they would have done to Arle. INT targeting attacks can be blocked on a success, but will not be reflected. 3 turn cooldown.
Bayobayo: Arle 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 Arle's roll, and if Arle beats their Int roll by a value of 6 or above, they are also stunned. 5 turn cooldown.
----------: Add any move you want here.
Stardust Dragon: Arle spends two actions and 6% health summoning a celestial dragon to ravage her foes. For the next four turns, the magical dragon can make single 30% damage attack on a 1 turn cooldown as one of Arle's actions. This dragon attacks with Arle's wisdom modifier at the time of being summoned, ignoring any changes to it made after the fact. Her dodge rolls suffer a -2 penalty for one turn following its summoning. If the dragon does not attack, it does not use up a turn. The summoning itself has a 3 turn cooldown.
Ultimate Attack(3):
Bayoen Haymaker: Combining the powerful energy of Bayoen with her maximum physical strength, Arle throws a very mean punch. 60% damage, single target.
Heaven's Ray: A powerful beam of holy light drops from the sky, or the ceiling if applicable, onto a single target. This target is then consumed by the light and damaged for a massive 80% damage, but Arle's attacks have their cooldowns increased by 1 for 3 turns.
Resurrectia: This powerful healing spell is used to yank a target back from beyond the breach of death, bringing them back to life. It comes at a large cost, however, and thus All of Arle's attacks have their cooldowns increased by 1 for 3 turns. Although it's intended for bringing foes back to life, it's quite effective at healing those still among the living as well. Heals for 80% damage.