Originally posted by
ZombiestookmyTV:Originally posted by MasterCheif987:
Sign updated for possibly the final time, now with an ultimate attack. Now, awaiting validation.
Name:Sandy Ravage
Perks: Wrestler:
Sandy Ravage is a legendary wrestler, and he didn’t get to his position for no reason. The years of punishment have given him increased health and massively increased his countering capabilities, at the cost of his skills at evasion and blocking(So -blocking, -evading, ++++countering basically, so he could say counter someone with a roll of 70 or higher, though it is still unlikely).
Physical Traits:Human, 6’2", 237 pounds. Muscular and such.
Energy:Small but surprisingly powerful cubes. Color:White
Special Traits:
Snap into a Slim Jim: Support: Sandy eats one of his Slim Jims, healing him and making him stronger for a short duration.
Sleeper Hold: Rush: Sandy goes behind his target and puts them in a sleeper hold. While in this hold, they can only role to get out, which is as difficult as an evade role, while Sandy is restrained to basic melee attacks. Should it last a set number of turns(I’ll let you decide) the target is stunned for a turn.
Elbow Drop: Ultimate/Rush: Sandy punches his opponent in the next, followed by a knee to the groin and throwing his enemy to the ground. He jumps back a good 20 meters and then flies towards his target, clothes-lining them just as they get up. He then flies 1000 meters up, then brings his elbow down on his target at mach two(680 m/s).
Hp-40
You can only have a maximum of 4 energy points
Small powerful cubes 2 energy points, sends two cubes to deal 5 damage each.
Wrestler Your block/counter gets 10 extra points. While evading is decreased by 10. (I figured out why people should be able to block/counter.)
Snap into Slim Jim You change into ultimate status immediately, improving your attack and defense by 2. You gain ten health, But you can’t use this move again. Because you only have one Slim Jim. Haha.
Sleeper RAPE Hold
4 ki points,
Range : 7 meters
First you roll, say you got 50, then you add 10. So now your roll is 60. Your opponent needs to roll higher than 60 to escape. Every turn he doesn’t roll higher than 60 he loses 5 damage. After the fourth turn you can throw him in direction dealing 5 extra damage. If successful your attack would have done 25 damage. Then he is stunned for one turn. Also you don’t earn energy points while you are using this move.
Elbow Drop If you use the move right after you eat a slim jim, it gets 10 extra damage points.
Ultimate Status
Damage : 30 plus 10 if in slim Jim
Originally posted by Jimbo14:
Name: Darkour
Perks: Roaring Strength: Darkour does more damage with non-special/rush moves. (CQC)
*Physical Traits: Darkour is a large bipedal creature with sharp claws affixed to his two arms. Large spikes emerge from his shoulders serving as a weapon. Upon his head a thick based but short and stout horn rests. His feet are balanced by 4 clawed toes on each foot that face off in all directions. His knee caps also have small spikes on them. The most powerful weapon of his body is a long tail that is split into to 5 seperate points, similar to a Cat ‘O’ Nine Tails.
Special Traits:
Lazer Barrage: Special: Darkour fires his lazers from his tail in a powerful barrage at the opponent.
Maximize: Support: Dakour undergoes a transformation that increases his attack, size, and defense at the expense of speed. Similar to that of a Saiyan.
Requiem For Darkour: Rush : Darkour rushes towards the opponet and using his claws he slashes towards your face creating a series of rather deep cuts. Then, he quickly strikes with his tail, restraining you from escape. Whilst you attempt to free your self, Darkour clenches your head , holding it level with his own. Then, Darkour’s facial guard opens, showing his true face, which is nothing more than a crimson substance, not liquid, not gas, something unknown, but inherently evil. After a brief pause, the substance rushes into the face of the enemy, seeping in through the cuts, invading there very mind and body. Crushing their sanity and revealing the truth of Darkour whilst it infects there vital organs. After a minute of this torture, the substance leads the victim, returns to Darkour, who closes the facemask, and tosses the foe’s body aside.
55 Hp
Roaring Strength Adds 3 damage points when fighting. How ever your rolls are decreased by 5.
Lazer Barrage (You spell laser wrong, or did you do it on purpose?)
4 ki points
Range: 5 to 40 meters.
Fires two sets of lasers that are 12 damage per set.
Maximize Attack plus 1, Defense plus 1, you are always second, how ever the enemy attack roll is increased by 5.
Requiem Of Darkour (Goodness Gracious!)
Ultimate Status needed.
Damage :40
Range: 10 meters.
Originally posted by gammaflux:
Name: Gamma
Hp: ?
Max Energy: ?
Perks – Speedy: +3 defending, +5 meter movement speed, +2 “Rush” Special damage. (Allowed? Should it be stronger? weaker?)
Physical Traits: High speed, low power.
Energy: A normal blue energy ball, nothing special.
Energy Cost: ?
Damage: ?
Range: ?
Properties: N/A
Specials:
Flurry of knives: Rush Huge combo of fast, unpredictable punches.
Cost: 2 energy points
Range: 25 meters
Damage: ?
Combination bonus: +? (w/ Energized Hand combo)
Energized Hand: Support/Energy Hands become wrapped in energy making punches even more powerful for a few turns.
Cost: 3 energy points
Duration: 1 turn
Damage bonus: +?
Human Bomb: Energy User fires energy in all directions creating a sphere like explosion surrounding him. Great for Close range. (does not harm the user)
Cost: 5 energy points
Range: 19 meters (all directions)
Damage: ?
Damage bonus: +? (when at close range)
Fluxuating Pulsar Beam: Energy Fires a piercing beam. Pulses run up the beam every second or so. Each pulse is bigger then the last.
Requirements: must be in Ultimate Mode
Damage: ?
HP 50
Perk Speedy Good perk, your Rush special damage will be increased by 3 points.
A normal blue energy ball Cost 2 energy points to release 4 blue balls at the opponent, does 4 damage.
Flurry of knives
2 energy points
Range: 25 meters
Combo bonus : 13 damage, enrgized hand adds 3 more damage which makes 16
Energized hand
3 energy points
Lasts for 3 turns.
Adds 1 damage to your attacks.
Human Bomb
5 energy points
Range: 19 meters
Damage: 15
When 10 meters or less it does 20 damage.
Fluxuating Pulsar Beam
Ultimate Status.
Damage: Formula
D=damage
R=Roll number
R/2 × 1.5
If you roll a 50 you divide by 2 so it equals 25.
25 times 1.5 equals 37.5 damage. Rounded up to 38 damage. What do you think, to OP?
Originally posted by hangman95:
Name: Hangman
Perks: Shadow Veil (has a shadowy aura surrounding him that makes it difficult for his opponents to see him when they are in the aura (5 meter range from Hangman)’s reach)
Physical Traits: Pale White skin, One of his arms has a sword instead of a hand
Energy: Circle shaped, fires in straight line and explodes on impact Colour: White
Special Traits:
Vanish: support Can teleport 150 meters away. 3 energy
Shadow Double: support Creates a clone of himself to attack enemies. (can only use normal attack, lasts 5 turns) 4 energy
Quick Shot rush Focuses on the enemy and stabs them with his sword arm quickly, causing weak damage. 2 energy, range 20 meters MAX.
45 hp
Shadow Veil This decreases/increases your close combat efficiency by 5 points. If you attack your roll is increases by 5 but when you block/counter your roll is increased by 8 , when you evade your roll is increased by 10 .
Energy This move does two damage. And is treated as an attack roll. But not in close combat.
Shadow Double
4 energy
Decreases your close combat efficiency by ten. Like attacks, block/counter, and evade.
Quick Shot
2 energy
30 meters range.
Originally posted by SadFire:
Name: Pyrus
Perks: Vigor- When Pyrus reaches the bottom status ailment, he snaps out of defeat and takes the offensive.
Physical Traits: Human. His fighting garb is navy blue track pants with a fitted, light blue long sleeve shirt. He has blonde hair to the base of his neck, usually kept out of his face. Pyrus has never been able to manipulate his ki, and thus he has trained his physical strength and speed to be as much as possible.
Energy: None
Special Traits:
Last Resort; Rush: When Pyrus is ‘pooped’ he may use all of his energy in a powerful rush that involves him series of strikes consisting of a spinning axe kick from above, an uppercut as the enemy bounces back up, followed by an upwards kick to the jaw as the enemy descends. It then all ends with a sharp knee to the chest of the enemy.
Ki Kick: Rush: Pyrus unknowingly charges his feet with ki and dashes towards the opponent runs up the opponents body, propels themselves upwards into a backflip and powerfully kicks the foe in the head as he falls.
[I don’t want my guy to be a murderer. Can I have Ki Kick without hurting Last Resort, since I don’t have an ultimate attack?]
50 Hp
Vigor
Plus 3 attack, 3 defense, and always goes first. Your welcome. But only in pooped status.
Ki kick attack Lol, your the next Hercules.
Two energy points
9 attack
40 meters of awesomeness.
Last Resort
30 damage
Can only be used in pooped status.
20 meters, use it well mah’ friend.
Originally posted by BCLEGENDS:
sigh Fine. Reposting the sign-up.
Name: Spectre
Passive Ability: Spectral Form – As a being of pure energy, Spectre gains a fair number of bonuses that beings composed of baryonic matter do not have. For starters, Spectre is immune to basic physical attacks and Rush attacks, unless they have been empowered by abilities that cause them to deal Energy damage (e.g. coating fists in energy), or if the user of such abilities is made of energy or otherwise holds an ability similar to Spectral Form. Such attacks will simply pass through his form without dealing damage if they are not otherwise enhanced in the previously described manner. He is also incredibly fast in an overall sense due to a lack of mass on any part of his body; as a result, Spectre is never unable to attempt to block/counter or dodge attacks, even if such attacks would passively prevent such a thing or the roll given for an attack would normally prevent countering or blocking. Additionally, the minimum roll needed for Spectre to block/counter attacks is 5 lower than normal, and the maximum roll allowed for Spectre to dodge attacks is 10 higher than normal (i.e. equal to the roll for the attack). Furthermore, the minimum roll needed for opponents to block/counter Spectre’s attacks is 10 higher than normal, and the maximum roll allowed for opponents to dodge Spectre’s attacks is 10 lower than normal.
Appearance: Ghost-like alien; pitch black bodily colour with red eyes and white pupils; body is permanently coated in what appear to be black flames, but is really just an aura of black energy; physical appearance aside, no traits are particularly different from those of a human, other than the fact that legs and feet are replaced with a single ghostly wisp that is about as long as the average human leg.
Special Abilities:
Gatling Barrage : Rush : Spectre rushes over to an opponent and hits them with his fists at extremely high speed. The number of times this move deals damage depends on the attack roll – 1 to 25 = 1 hit, 26 to 50 = 2 hits, 51 to 75 = 3 hits, 76 to 100 = 4 hits.
Energy Beam : Energy : Fires a focused beam of energy at an opponent, dealing moderate damage to them.
Energy Barrage : Energy : A quicker variant of Energy Beam, Spectre launches multiple bursts of energy across a relatively large area, dealing high damage to opponents in the area and making it more difficult for them to block/counter or dodge the attack.
Energy Spike : Support : Materializing thick, pyramid-esque energy spikes around his hands, Spectre deals greatly increased damage with basic physical attacks and Rush attacks due to dealing additional stabbing and slicing damage.
Energy Drain : Support : Spectre drains ki from a reasonable area, draining Energy Points and a small amount of health from opponents, and himself gaining equivalent amounts of both. By proxy, this also acts as a sensor-type ability, allowing him to pinpoint enemies in hiding.
40 HP
Spectral This is a perk :P Not a passive ability. MAH RULEZ’! I see you have a character that is hard to defeat in combat, so I will just have to decrease your endurance then. Yah’.
Gatling Barrage Actually there is this rush rule that gives you 30 points to your rush attacks every time. So I changed your attack on the roll.
1-40 = 2 hits, 41-70=3 hits, and 71-100 = 4 hits. And each hit is worth 6 damage. So if you get four hits “AY Mama Mia.”
4 energy points
15 meters.
Energy Beam
2 energy points, maximum range.
10 damage.
Energy Barrage 5 shots of energy
20 damage
5 energy points. maximum range.
Energy Spike.
2 energy points
Lasts for two turns.
Plus two attack, plus 2 rush attack, minus one defense.
Energy Drain – May be activated and deactivated freely, but not both in the same turn. Whilst activated, your defense is lowered by 5; if you are damaged whilst this is activated, it deactivates automatically after damage has been dealt
0 Energy Points
35 meters
Drains 1 energy per turn from all opponents in range
Drains 3 health per turn from all opponents in range
Reveals location of all opponents in range
Originally posted by Underlord:
Name: This man’s name is unknown, but most people know him as The Shadow.(Nicholas_
Perks: The Shadow teleports 150 away from his current location.
Physical traits: He has a muscular build. He has fully white eyeballs and white hair. He is surrounded by shadows, moving around, darkening any place he steps in. The rest of his body is human-shaped.
Special traits:
Shadow Transformation: Support: The Shadow transform into a shadow. It renders him invincible and he gains double his speed.
Shadowbolt: Energy: The Shadow fires a shadow that sucks energy from it’s surrounding. The formula is m2 = d, so let’s say m(meters) equals one-hundred. We multiply one hundred by two and get my damage: two hundred!
Ze Shadow(xD): Rush: The Shadow quickly jumps out of existence and jumps right back in where ever he wishes. This ability is used with great help from the shadows surrounding him.
Shadows Fury: Support: Hundreds of shadows plunge into my body, allowing me to change into ultimate status.
35
Teleport You can teleport 150 meters away from your opponent only in tired status.
Shadow transformation
2 energy points. You can’t gain energy point whilst you fight.
You can attack twice per turn. But the risk is higher.
Shadow Bolt The formula is M0.2 = damage. 4 energy points.
150M (meters times 2 equals 30 damage. Because most players don’t have 200 Hp. 200 damage is WAY too much, wait until your power level is higher.)
Ze Shadow
3 energy points
15 damage
You can send your opponent flying in any direction after the attack.
30 meters
Shadow Blow 1-50 = fail, 51- 75 = 2 turn stun, 76-100 = 3 turn stun
Requires 4 energy points to use.
10 meters of range.
10 damage even if the stun fails.
Shadows Fury Puts you in ultimate status, can only be used once.
Name: Zzzip
Perks: Efficiency:
All rolls gain an automatic 1.5x multiplier before any calculations.
Physical traits
Hes a human with a slim build instead of completely muscular. He has very high stamina, intelligence, and speed, but comes with low power. His intelligence allows him to maximize his damage though.
Ki blasts
Energy compressed almost to one dimensional size. Very hard to see as it is only a point front on. It has high cutting power, can be created very fast, but has a low damage.
Special traits
Melee Counter: Rush A very fast adaptable and fluid melee attack at the most effective area in the moment. If attack is used after opponent’s attack fails to inflict damage, this attack is unevadable and deals extra damage.
Analysis: Support Choose attack or block. Multiply your next roll of that nature by 1.5 in addition to any buffs already placed on it.
Energy Counter: Energy Drop 30 small energy bombs around you. If your opponent fails to inflict damage, 10 of the bombs converge into the opponent. Unevadable. Lasts for three of these kinds of counters.
Coward Counter: Rush A roundhouse kick in the face. If opponent tries to seperate/evade the turn before this move, this move counts as a surprise attack, deals more damage, and is unevadable.
Mother Of All Balloons (MOAB): Ultimate Release all your energy in the form a large, torpedo/missile shaped blast directly downward that pushes the opponent underground before it envelops the opponent and detonates. If opponent is on the ground, it penetrates the ground and explodes underground, forming a giant crater that spouts volcanoes. If opponent is defeated after this move, he will temporarily become enveloped in colorful balloons.
40 HP
Efficiency ARE YOU CRAZY? 1.5? It should be 1.2
Compressed Energy
1 ki point
Releases 5
Each one does 1 damage.
Melee Counter
1 ki point
Plus 2 damage on your attack.
Analysis
2 energy points
This move can be activated and deactivated any time.How ever you don’t gain ki points.
Energy Counter
3 energy points
4 damage
Coward Counter
1 energy point, this move an be activated or deactivated any time
3 damage
Mother of all Ballons
25 Damage
This is of my use, ZtmTV, you can delete your post.