Post by TheSpatialWeeg on Feb 8, 2019 18:54:02 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 20 | +5 |
CON | 6 | -2 |
INT | 10 +1 | +0 |
WIS | 8 | -1 |
CHA | 14 +1 | +2 |
Sonic
Green Hill Zone (Sonic The Hedgehog)
Alignment: Neutral Good
Motto: "Come on, step it up!"
Allies/Friends: Tails, Knuckles, Amy, Cream, Shadow, Arle, Mario, etc...
Enemies/Rivals: Shadow (friendly rivalry??), Dr. Eggman and his army, plus any other baddies
Backstory: "There. Is this gonna take long? I have places to go, y'know."
History On Li: Sonic was never on Li.
Then...where the heck was he?!
Well, back at Green Hill. The blue blur's homeland had been spared from the blast wave, as was the hedgehog himself. Unbeknownst to him, however, Mephiles took up his identity in another planet, and decided to screw every ally situated on Li he had known over the years. And then, one by one, his friends simply vanished. Tails. Knuckles. Cream. Amy. Shadow. Heck, one day, even Eggman disappeared!
This most certainly wasn't anything normal, that much Sonic could surmise. Was there another dark god resurrection that his archnemesis ended up butchering? Then why was everything not falling apart? So many questions and so little answers...until, by some luck, he stumbled across a weird...portal thing during one of his runs. Not even thinking twice, the hedgehog jumped in...and landed on Li!
Reaction to another Sonic suddenly showing up in the Life Sphere was...well, chaotic, to put it very nicely. Sonic ended up discovering the truth behind what happened, and while he wanted to take care of the imposter personally, he needed to clear his name and get on people's good graces again. Well, as best as he could, anyway.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]Speed Combat: Sonic is known for his speed and weaponizing it well for combat. Every punch, kick, and unorthodox fighting maneuver he has up on his sleeve will be as fast as the blue blur himself - you'd best be on your toes. [DEX, DMG 8 ~ 18%, +1 Speed Energy for combo attacks and +4 Speed Energy for medium attacks.]
Homing Attack: Sonic leaps into the air and descends into a foe in his ball form with a burst of speed! He can chain this attack constantly, with every action spent on this attack gaining a stackable +1 bonus on the accuracy, a +1 bonus to Speed Energy gain, and a +2 bonus on the damage. [DEX, DMG 15%, +3 Speed Energy.]
Blue Tornado: Have you ever breakdance so fast and stylishly, that you create a giant tornado surrounding you that sends anyone nearby flying? Well, that's something Sonic can do! It's normally resisted with CON, though an opponent can try to escape it using DEX with a -2 penalty. If they fail the check, they take damage and are launched upwards, and they may be inflicted with Daze (which is just Stun under a different name.) [DEX, DMG 22%, 40% chance of inflicting Daze, +6 Speed Energy per opponent, 3 turn cooldown][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Speed Energy: Sonic accrues a lot of kinetic energy from speeding around so much, which helps him hit harder and go even faster. With every successful hit, Sonic gains an amount of Speed Energy equal to the one described in the moves. If Sonic scores a critical hit, the Speed Energy he gains is doubled regardless of the result of the crit confirm roll. Depending on how much Speed Energy the blue blur accumulates, he gains some stackable bonuses:
Sonic has a cap of Speed Energy equal to half his total HP, rounded to the lowest number that's divisible by 5. (e.g. 60, 65, 70, so on...) This cap increases with CON boosting effects, however, in the case of a temporary buff, Sonic is forced to expunge the overload of Speed Energy through any attack once the buff ends, the chosen attack gaining a damage boost equaling the overload Speed Energy divided by 5.
Boost: Sonic darts straight forward, wrapped into a sparking blue aura as he plows through the opposition with breakneck speeds! This attack inflicts 5 recoil damage on Sonic normally, however with every 10 Speed Energy accumulated, the recoil damage is reduced by 1 (max 0). High knockback attack. [DEX, DMG 25+DEX Mod%]
Chaos Control: Sonic brings out a Chaos Emerald and channels its mighty power, attempting to slow down enemies in his vicinity by using its power to manipulate time. This is an attack that doesn't deal damage but will inflict Slow on every opponent for 3 turns. [AoE WIS, 3 turn cooldown]
Transformation: Sonic is enshrouded a blue aura as his form changes to something different!
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[PTab=Ultimate Attacks]Super Sonic
Calling upon all the Chaos Emeralds, Sonic absorbs their positive energy to reach his Super Form. While the shimmering golden hedgehog is no longer invulnerable, he still holds immense power. For 4 turns, Sonic gains a +2 to all of his modifiers, except for CON, in which he gains a +4. While in Super Form, Sonic has no Speed Energy cap and all his attacks generate 2x the amount of their base Speed Energy.
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[PTab=Other Info] Super Sonic can fly.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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Homing Attack: Sonic leaps into the air and descends into a foe in his ball form with a burst of speed! He can chain this attack constantly, with every action spent on this attack gaining a stackable +1 bonus on the accuracy, a +1 bonus to Speed Energy gain, and a +2 bonus on the damage. [DEX, DMG 15%, +3 Speed Energy.]
Blue Tornado: Have you ever breakdance so fast and stylishly, that you create a giant tornado surrounding you that sends anyone nearby flying? Well, that's something Sonic can do! It's normally resisted with CON, though an opponent can try to escape it using DEX with a -2 penalty. If they fail the check, they take damage and are launched upwards, and they may be inflicted with Daze (which is just Stun under a different name.) [DEX, DMG 22%, 40% chance of inflicting Daze, +6 Speed Energy per opponent, 3 turn cooldown][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Speed Energy: Sonic accrues a lot of kinetic energy from speeding around so much, which helps him hit harder and go even faster. With every successful hit, Sonic gains an amount of Speed Energy equal to the one described in the moves. If Sonic scores a critical hit, the Speed Energy he gains is doubled regardless of the result of the crit confirm roll. Depending on how much Speed Energy the blue blur accumulates, he gains some stackable bonuses:
- For every 10 Speed Energy, Sonic's attacks deal +1 damage.
- For every 25 Speed Energy, Sonic gains a +1 to his DEX and WIS modifiers, and his attacks gain +1 Speed Energy.
- For every 30 Speed Energy, Sonic gains a +20% resistance to any DEX-lowering and dodge roll reducing effects.
- For every 40 Speed Energy, Sonic's attacks have a crit ratio increase by 1.
Sonic has a cap of Speed Energy equal to half his total HP, rounded to the lowest number that's divisible by 5. (e.g. 60, 65, 70, so on...) This cap increases with CON boosting effects, however, in the case of a temporary buff, Sonic is forced to expunge the overload of Speed Energy through any attack once the buff ends, the chosen attack gaining a damage boost equaling the overload Speed Energy divided by 5.
Boost: Sonic darts straight forward, wrapped into a sparking blue aura as he plows through the opposition with breakneck speeds! This attack inflicts 5 recoil damage on Sonic normally, however with every 10 Speed Energy accumulated, the recoil damage is reduced by 1 (max 0). High knockback attack. [DEX, DMG 25+DEX Mod%]
Chaos Control: Sonic brings out a Chaos Emerald and channels its mighty power, attempting to slow down enemies in his vicinity by using its power to manipulate time. This is an attack that doesn't deal damage but will inflict Slow on every opponent for 3 turns. [AoE WIS, 3 turn cooldown]
Transformation: Sonic is enshrouded a blue aura as his form changes to something different!
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Super Sonic
Calling upon all the Chaos Emeralds, Sonic absorbs their positive energy to reach his Super Form. While the shimmering golden hedgehog is no longer invulnerable, he still holds immense power. For 4 turns, Sonic gains a +2 to all of his modifiers, except for CON, in which he gains a +4. While in Super Form, Sonic has no Speed Energy cap and all his attacks generate 2x the amount of their base Speed Energy.
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[PTab=Other Info] Super Sonic can fly.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Werehog Sonic][PTab=Stats]
| Stats | MOD |
STR | 20 | +5 |
DEX | 10 | 0 |
CON | 14 | +2 |
INT | 11 | +0 |
WIS | 8 | -1 |
CHA | 11 | +0 |
[PTab=Primary Attacks] Werehog Combat: Sonic may not have the speed he's known for in this form, but the stretching arms and super strength make up for that exchange. Despite the crazy change, Sonic can still pull off some of his odd maneuvers and even make new ones with his new abilities. [STR, DMG 8~18%, +1 DG Power for combo, +4 DG on medium attack]
Were-Rush: Sonic advances towards an enemy, raking them several times with his Werehog claws before going for a cross-swipe finisher. [STR, DMG 22%, +6 DG Power, 1 turn cooldown]
Were-Cyclone: Sonic spins his arms around akin to a cyclone, ensnaring whoever gets caught up in it and bringing in the pain! [AoE STR, DMG 30%, +8 DG Power per opponent, 3 turn cooldown][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Dark Gaia Power: Despite this transformation being from a god who wants to destroy the planet, Sonic still has got a good head on his shoulders and a fun way to weaponize the power that was granted to him. With every successful hit, Sonic gains an amount of Dark Gaia Power equal to the one described in the moves. If Sonic scores a critical hit, the DG Power he gains is doubled regardless of the result of the crit confirm roll. Depending on how much DG Power the blue blur accumulates, he gains some stackable bonuses:
- For every 10 DG Power, Sonic's attacks deal +1 damage.
- For every 25 DG Power, Sonic gains a +1 to his STR and DEX modifiers, and his attacks gain +1 DG Power.
- For every 30 DG Power, Sonic gains a +20% resistance to any STR-lowering and attack roll reducing effects.
- For every 40 DG Power, Sonic's attacks have a crit ratio increase by 1.
Sonic has a cap of DG Power equal to half his total HP, rounded to the lowest number that's divisible by 5. (e.g. 60, 65, 70, so on...) This cap increases with CON boosting effects, however, in the case of a temporary buff, Sonic is forced to expunge the overload of DG Power through any attack once the buff ends, the chosen attack gaining a damage boost equaling the overload DG Power divided by 5.
Werehog Unleashed: Sonic howls loudly, his body exuding a blue aura as he increases his power with Dark Gaia energy and attacks with barely restrained fury. Sonic's STR Mod and DEX Mod are increased by +4, and all his attacks deal 1.5x damage. However, due to his feral approach in combat, Sonic is forced to use 2 actions for attacks, and he takes 5 recoil damage at the end of every turn. He is also unable to change into his normal form until the buff is over. This buff lasts for 3 turns. [5 turn cooldown]
Critical Attack: Sonic reads an incoming move before intercepting it or escaping from it before retaliating with an attack of his own. Sonic can opt to reply to an incoming attack by rolling STR against it. If he meets the threshold or rolls higher than it, Sonic can counter the incoming attack with a medium attack as a free action. Failing to reach the threshold will result in Sonic taking the hit and losing an action to recover.
If Werehog Unleashed is active, Sonic can do another counter with STR in case the first one fails. If this counter succeeds, Sonic takes the damage from the incoming attack, but he replies with an attack of his own that deals 1.5x the damage he took, gaining x0.25 of that damage in Speed Energy. Failing this counter will result in Sonic taking 1.5x the damage he was supposed to receive. [3 turn cooldown]
Transformation: Sonic is enshrouded a dark blue aura as his form changes to something different![/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Were-Ravager
With a loud howl, Sonic lets loose on an unfortunate opponent, striking them with a series of punches, kicks, and claw swipes, before Sonic sends them towards the air and goes for an Izuna Drop-like finisher. Deals 60 damage to a single target.
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Last Edit:
Mar 3, 2023 21:53:27 GMT -8 by TheSpatialWeeg