Post by Mari on Aug 25, 2016 17:59:21 GMT -8
Yo! Here are my Wanted Characters ads. As a general rule of thumb, the stats and moves listed here are just suggestions that you can add. Also, I am generally friendly toward doppelgangers, so if you have an idea for an AU version of a character that isn't here, feel free to ask about it!
Character Name Here
Home Planet/Origin
Alignment: Lawful / Chaotic / Neutral -- Good / Evil
Motto:
Allies/Friends:
Enemies/Rivals:
Backstory: Provide a Link to a Wiki
Appearance: Can be an image
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.
Warle
Madou Monogatari
Alignment: Chaotic Neutral
Motto: "See something familiar~?"
Allies/Friends: The doppelgangers that lived in her mirror maze with her
Enemies/Rivals: Arle
Backstory: Warle, along with a great many lesser doppelgangers of Arle, was created when Arle gazed into a cursed mirror. She and her de facto sisters were created with the explicit purpose of wrecking Arle's face, sharing most of her basic powers and generally fighting in a similar fashion to her. She managed to knock Arle unconscious with a very powerful Hiidon spell, trapping her in a nightmare maze temporarily. However, after Arle shook off the spell she confronted Warle and defeated her, leaving her behind. By all accounts, she should have died. Her existence was meaningless now that Arle surpassed her. Yet, for whatever reason she continued existing long past her entirely theoretical expiration date, allowing her to one day travel to Li~
History On Li:
Companions / Minions
[PTabbedContent=Unnamed Arle Doppelganger][PTab=Stats]
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[PTab=Primary Attacks (3)]Hot → Fire → Fire Storm: The Arle Doppelganger summons the power of fire to burn and smash her foes with surprising kinetic force! The base form, hot, does 12% Damage and has a 30% chance of burning the target. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn each upgrade, she can upgrade this move up to twice, granting it an extra +6 damage done.
Cold → Ice → Ice Storm: The Arle Doppelganger summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn and 2% recoil each upgrade, the Arle Doppelganger can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. Has a 1 turn cooldown.
Shock → Thunder → Lightning: The Arle Doppelganger electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. Has a 1 turn cooldown.
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[PTab=Special Attacks (1)]Healing Magic: The Arle Doppelganger 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.
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10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 10 | +0 |
DEX | 10 | +0 |
CON | 10 | +0 |
INT | 10 | +0 |
WIS | 10 | +0 |
CHA | 10 | +0 |
Character Name Here
Home Planet/Origin
Alignment: Lawful / Chaotic / Neutral -- Good / Evil
Motto:
Allies/Friends:
Enemies/Rivals:
Backstory: Provide a Link to a Wiki
Appearance: Can be an image
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.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]-
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[PTab=Special Attacks]-
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[PTab=Ultimate Attacks]-
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[PTab=Other Info]-
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[/PTabbedContent]
-[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]-
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[PTab=Ultimate Attacks]-
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[PTab=Other Info]-
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[/PTabbedContent]
0 total points to distribute
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 12 | +1 |
CON | 14 | +2 |
INT | 10 | +0 |
WIS | 16 | +3 |
CHA | 14 | +2 |
Warle
Madou Monogatari
Alignment: Chaotic Neutral
Motto: "See something familiar~?"
Allies/Friends: The doppelgangers that lived in her mirror maze with her
Enemies/Rivals: Arle
Backstory: Warle, along with a great many lesser doppelgangers of Arle, was created when Arle gazed into a cursed mirror. She and her de facto sisters were created with the explicit purpose of wrecking Arle's face, sharing most of her basic powers and generally fighting in a similar fashion to her. She managed to knock Arle unconscious with a very powerful Hiidon spell, trapping her in a nightmare maze temporarily. However, after Arle shook off the spell she confronted Warle and defeated her, leaving her behind. By all accounts, she should have died. Her existence was meaningless now that Arle surpassed her. Yet, for whatever reason she continued existing long past her entirely theoretical expiration date, allowing her to one day travel to Li~
History On Li:
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (3)]Hot → Fire → Fire Storm: Warle summons the power of fire to burn and smash her foes with surprising kinetic force! The base form, hot, does 12% Damage and has a 30% chance of burning the target. At the cost of a -1 penalty to one of Warle's dodge rolls next turn each upgrade, she can upgrade this move up to twice, granting it an extra +6 damage done.
Cold → Ice → Ice Storm: Warle summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of Warle's dodge rolls next turn and 2% recoil each upgrade, Warle can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. Has a 1 turn cooldown.
Shock → Thunder → Lightning: Warle electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of Warle's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. Has a 1 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Diacute: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Warle 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 Warle'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. Warle takes 5% recoil. 2 turn cooldown.
Hiidon: A powerful mental attack that knocks a foe unconscious! Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Healing Magic: Warle 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.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Bayoen: Warle channels a greater summoning circle in the air before her. Upon completion of the spell the seal shatters, magical energy spilling out into the immediate area marked by the spontaneous release of flowers all over the place. Anyone caught by the spell has all of their buffs dispelled, including even invincibility, and is then stunned for a single follow-up attack that turn. The follow-up attack is considered part of the final smash for the purposes of how it interacts with mechanics, meaning it auto-hits barring crippling logic errors.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Cold → Ice → Ice Storm: Warle summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of Warle's dodge rolls next turn and 2% recoil each upgrade, Warle can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. Has a 1 turn cooldown.
Shock → Thunder → Lightning: Warle electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of Warle's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. Has a 1 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Diacute: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Warle 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 Warle'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. Warle takes 5% recoil. 2 turn cooldown.
Hiidon: A powerful mental attack that knocks a foe unconscious! Afflicts the drowsy and sleep statuses, but gains a +3 to accuracy against targets that are already drowsy. 1 turn cooldown.
Healing Magic: Warle 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.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Bayoen: Warle channels a greater summoning circle in the air before her. Upon completion of the spell the seal shatters, magical energy spilling out into the immediate area marked by the spontaneous release of flowers all over the place. Anyone caught by the spell has all of their buffs dispelled, including even invincibility, and is then stunned for a single follow-up attack that turn. The follow-up attack is considered part of the final smash for the purposes of how it interacts with mechanics, meaning it auto-hits barring crippling logic errors.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Companions / Minions
[PTabbedContent=Unnamed Arle Doppelganger][PTab=Stats]
| Stats | MOD |
STR | 2 | -4 |
DEX | 10 | +0 |
CON | 12 | +1 |
INT | 8 | -1 |
WIS | 14 | +2 |
CHA | 10 | +0 |
[PTab=Primary Attacks (3)]Hot → Fire → Fire Storm: The Arle Doppelganger summons the power of fire to burn and smash her foes with surprising kinetic force! The base form, hot, does 12% Damage and has a 30% chance of burning the target. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn each upgrade, she can upgrade this move up to twice, granting it an extra +6 damage done.
Cold → Ice → Ice Storm: The Arle Doppelganger summons the power of ice to crush and freeze her foes! The base form, cold, does 14% damage and has a 40% chance of freezing the target. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn and 2% recoil each upgrade, the Arle Doppelganger can upgrade this move up to twice, granting it an extra +6 damage done and an extra 20% chance of freezing. Has a 1 turn cooldown.
Shock → Thunder → Lightning: The Arle Doppelganger electrocutes a foe with raw, unlimited power. The base form, shock, is a precision electrified touch that seizes up the target's muscles temporarily, dealing 12% damage and afflicting paralysis. At the cost of a -1 penalty to one of the Arle Doppelganger's dodge rolls next turn and 2% recoil, she can exchange the paralysis chance for the ability to stun. At the cost of an additional -2 dodge penalty and 3% recoil, she can increase the damage by 18%. Has a 1 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (1)]Healing Magic: The Arle Doppelganger 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.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
Apr 3, 2019 19:05:55 GMT -8 by Mari