Welcome Guest [Log In] [Register]
((You are currently viewing the board as a guest; some forums are hidden from view.))

Welcome to Celestial Refresh! We hope you enjoy your visit. This video game-based RP community has been live since 2006 and we are always happy to welcome new players into the fold. Feel free to join us at the bottom of page in our cbox to get a feel for the community and some advice on character options.

Should you choose to register an account with us, you can name your account after the character you will be playing as. If you cannot choose a character yet, you can request a name change for the account later. Registration is simple, fast, and completely free and requires only email validation.

Join our community! Check out our Beginners' Guide!

Posted Image

If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
The Force Is My Guide
Topic Started: Oct 7 2007, 12:37 AM (1,797 Views)
Deleted User
Deleted User



Posted Image

Side: Redeemed Jedi +2
Game: Metal Gear Solid 2
Battle Level: 2 (Jedi Guardian)
Battle Points: 67.25
IP: 12.0

HP: 200 (+15) (1/1, 2/2)
EP: 100 (+15) (3/1), 6/2
DP: 40 (+7) (6/5)
LP: 0 (+2)

Head: [Marine Tactical Helmet]
Armor: ['Marine' Tactical Chestplate]
Armor Enhancement: [Imp. Battle Plating] [Imp. Battle Plating]
Cloak: [Thick Gilded Kama]
Weapon: [El Cid Sword]
Weapon Enhancement:[Explosive Rounds] Adds +1 to Ballistic attacks
Boots: [Enh. Marine Tactical Boots]
Accessories: [Energy Ring] [Sound Headband] [Berserker Earring] [Energy Materia] [Energy Materia] [Energy Materia]
Belt: [Wookiee Utility Belt]
Gloves: [Enh. Marine Tactical Gloves]
Badges: [Nightfall] [-] [-]
Quick Slots: [-] [-] [-]

Items
[Wookiee Utility Belt] Provides easy access to items. Can use two items in one move, but not an item and an attack. (Quest Item)
Datapad
[Sound Headband]Raises [Energy] damage by +4
[Enhanced Marine Tactical Boots] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Boots put a spring in the user's steps. Restoring 2 Dp every two turns to the wearer.
[Solidus's Enhanced Marine Tactical Boots] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Boots put a spring in the user's steps. Restoring 6 DP every five turns to the wearer.
['Marine' Tactical Helmet] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Helmet is made to keep the wearer focused. As well as pumping the user full of the right chemicals for the right situation. Restoring 1 Hp every turn to the wearer.
[Enhanced Marine Tactical Gloves] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Gloves are made to enhance hand eye coordination. Restoring 1 Ep every turn to the wearer.
[EMP Device] - Reduces EP to zero, affects all combatants. (USED.)
['Marine' Tactical Chestplate] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Chestplate reduces incoming damage from Fire and Lightning attacks by 2. {Armor}
[Armor Enhancement] +5 HP, +5 ep, +1 dp {From Marine Set}
[Imp. Battle Plating] -3 damage taken from Melee, -1 taken from Mental
[Imp. Battle Plating] -3 damage taken from Melee, -1 taken from Mental
[Woohoo Blend]: Restores 10HP and 5EP (x26)
[Medbag] - A huge automated medical kit, recovering 40hp x3
[Lesser Energy Ring]: An enhanced ring, gives +1 to all energy damage and +3 to all Mental defense.
[Thick Gilded Kama] +3 DP, Soldier's under Solidus's command receive +1 LP
[El Cid Sword] This heavy sword grants a +4 to Melee attacks.
[Nightfall badge]: +1 to energy attacks
[Energy Materia] Grants +4 Energy dmg. {Accessory}
[Sound Stone, 1/8th filled]: +3 damage dealt with spells and restores 2 EP per turn. {Fills no equipment slot}
[Fireball Trap] Can be placed on a friendly target, if the friendly target is attack the opponent receives 6 Fire damage, costs +1DP to dodge.
[Explosive Rounds] Adds +1 to Ballistic attacks {Weapon enhancement}
[Light Reflector] When used, this shield gives the user a full defense (3DP) against one attack. (x4)
[Invigorate]: Replenishes 4 DP. (20c) x6
[Radiating Potion]: Replenishes 30 HP. (20c) x8
[Heroic Surge] Inflicts [Haste 4] on a friendly target, (2 Uses)
[X-Energy Drink]: Replenishes 3 DP. x11

Techniques
[Kenobi Sweep]: Slashes 2 times for 7(+25E) energy damage each, followed up with an impressive overhead strike dealing 6(+20M) slashing damage. Each strike may be directed at a different target. Total dmg: 65 {Melee} (upgraded)

[Force-Assisted P-90 Blast]: Precisely sprays an area with a P90, dealing 6(+25E)(+9B) energy damage to three targets. Cannot target something more then once. +1 DP to dodge. Total dmg: 40 > 3 targets (3 EP) {Ballistic} (upgraded)

[Saber Deflect]: Solidus uses his lightsaber to reflect an incoming attack back at his attacker. Reflects 1 Incoming Technique back to the attacker. (14 EP + Cost of Reflected Technique)

[Foxhound Grenade]: Solidus throws a single grenade that explodes dealing 22(+25) Energy damage to one opponent and 11(+25) Energy damage to 2 adjacent enemies. Total dmg: 47 dmg, 36 dmg (12 EP) {Ranged} (upgraded)

[Vicious Slash]: Taking out his lightsaber, Solidus slashes viciously at an opponent's weak point. Deals 25(+25) energy, 20(+20M) slashing, and [Wound 7] to a target, costs 4 extra DP to dodge. (15 EP) Total dmg: 90 {Melee} (upgraded)

[World Traveler]: Drawing upon telekinesis, Solidus picks a random blunt object up and hurls it at a target, hitting them with such force that they are knocked into a nearby wall. As soon as they make contact, Solidus then grabs the target and then slams them into the floor, the ceiling, and then the floor once more. Finally, he pulls the target towards himself, and prepares them for a vicious slash with his lightsaber. Deals 15 space, 15(+20M) blunt and 15(+25E) energy damage to a single target. (39 EP) Total damage: 90 {Melee/Spell}

[Rally]: Solidus encourages either himself, or one of his teamates to fight on and fight strong! Buffs a target with Focus(5), Regeneration(3), and Vega(2). (28EP) {No Type}

[Battle Meditation]: Solidus takes a moment to meditate, doing this heals 2 [Space] to 3 targets. Those affected by the healing are also buffed with Haste(2), user cannot take an action in the next round.. (32EP) {Spell}

Traits
[Super Human]: +2(+6) damage dealt with melee attacks, +4(+6) damage taken from mental attacks.
[Jedi]: +2(+6) damage dealt with melee and Ballistic attacks, +2(+6) defense against melee and ballistic attacks, +4(+6) damage taken from ranged attacks and spells.
[Saber Mastery]: +2(+6) damage dealt with energy attacks, +2(+6) damage taken from lightning attacks.
[Heart of Twilight]: +2(+6) defense against light and dark attacks, -2(-6) damage dealt with spirit attacks.

Abilities
[Jedi Healing]: Solidus obeys the ways of the Force, and as such it takes steps to make sure he stays alive. Gaining 2 Hp every other turn as regenerative. Does not go over Solidus's max HP.
[Super Armor (Rank 2)]: Solidus activates his armor's speed and strength enhancements. It takes a turn to activate, and costs 4 EP per turn to maintain, but while activated all the user's attacks do +4 Damage and the user takes -2 from all attacks. Additionally, the user gains 4 DP that may go over his max at the beginning of the activation.
[Force Push]: Twice a match, Solidus may force push a target, inflicting Stun(3). This takes up an action.
[Second Saber]: Twice a match, Solidus may whip out a second, shorter saber, allowing him to use an additional saber-based attack that turn without taking up an action.
[Light Side]: Upon casting Mal'nor out of his body, Solidus can now channel the light side of the Force properly. As such, he can add 4 Spirit damage twice per battle for 2 EP.
[Danger Sense] Solidus is in such touch with the Force that he can tell when he is about to be attacked. For 5 EP, Solidus can now strip an opposing general of their First Strike ability, having the battle judged normally, with a coin flip.

Quote:
 
Posted Image
ARC Lieutenant Jason
HP: 125
EP: 115 (+15)
DP: 18 (1/4)
LP: 17

Trait:
[Technology Reliant]: +2 damage dealt with Energy, -1 damage dealt with Spells.

Techniques:
[WESTAR-M5 Autoblaster]: Deals 10 Energy damage 4 times, may target one enemy or many. (2 EP) {Ballistic}  (40 dmg)
[Armor-Piercing Burst]: Deals 23 Energy damage 3 times, may target one enemy or many, and ignores 4 Energy defense. (22 EP) {Ballistic} (69 dmg) (Upgraded)
[Full-Auto]: Deals 2 Energy damage 21 times, may target one enemy or many. (16 EP) {Ballistic} (42 dmg) (Upgraded)

Ability:
[Two in the chest!]: The follower deals +2 damage with all Energy attacks.
[One in the Head!]: At the cost of 1 EP, 2 Energy damage may be added to any attack.
[Tau] The Tau are equipped with powerful ballistic weaponry, gaining +1 to all ballistic attacks.
[Tartarus]: +2 Ballistic Damage.

[Weapon]: [PDW]: The Knight's Armament Personal Defense Weapon is an assault rifle that sports both the firepower of a high-caliber armor-piercing rifle, and the comfort and compactness to travel and fight in close quarters, such as inside buildings.  Grants the wielder +1 Energy damage.
[Armor]: [Enhanced Marine Tactical Boots] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Boots put a spring in the user's steps. Restoring 1 Dp every four turns to the wearer.
[Accessory]: [ARC Kama] +15 EP {Back}


Original attacks:

Techniques
[Kenobi Sweep]: Slashes 2 times for 2 energy damage each.. Each strike may be directed at a different target.{Melee}

[Force-Assisted P-90 Blast]: Precisely sprays an area with a P90, dealing 3 energy damage to three targets. (3 EP)

[Saber Deflect]: Solidus uses his lightsaber to reflect an incoming attack back at his attacker. Reflects 1 Incoming Technique back to the attacker, this also inflicts [Stun 1] on the user (14 EP + Cost of Reflected Technique)

[Foxhound Grenade]: Solidus throws a single grenade that explodes dealing 10 Energy damage to one opponent and 5 Energy damage to 2 adjacent enemies. (12 EP)

[Battle Frenzy]: Firing off his P-90 and slashing at a target in quick succession, Solidus combos a target, dealing 1 energy and 1 slashing damage 6 times. (6 EP)

[Vicious Slash]: Taking out his lightsaber, Solidus slashes viciously at an opponent's weak point. Deals 10 energy, 10 slashing, and [Wound 1] to a target. {Melee}
Quote Post Goto Top
 
Deleted User
Deleted User

Offense: +20 Melee, +25 Energy, +9 Ballistic
Defense: +2 Lightning, +19 Melee, +11 Wind/Ballistic, +9 Dark, +7 Light, +1 All
Weaknesses: -10 Ranged, -11 Spells, -5 Mental, -6 Lightning
Quote Post Goto Top
 
Deleted User
Deleted User

Posted Image
Quote:
 
HP: 380 - 38 VIP
EP: 270 - 27 VIP
DP: 32 - 32 VIP
LP: 32 - 32 VIP

Traits:
[Energy Weaponry] +4 dealt with energy, +2 taken from melee
[Ballistic Expert] +2 dealt with ballistics, +4 taken from spirit
[Defender:] +2 defense vs. all, -2 dealt with all
[Powerful Weaponry] +4 dealt with energy, +4 taken from light

Attacks:
[Mini Cannon] A simple energy shot is fired from one of the energy cannons installed around the ship. Deals 5 energy damage. (Ballistic)
[Power Cannon] Jarvis fires one of the more powerful cannons surrounding the ship. Deals 15 energy damage, and costs 2 more DP to dodge. (Ballistic) Costs 10 EP (12 IP spent on that)
[Flash Cannon] Jarvis fires a flare missile from a launcher in the Star Destroyer. Deals 11 energy damage plus (Stun 1) to an opponent. Costs 10 EP (Ballistic) (2 IP)
[Cannon Strafe] Jarvis fires off a barrage from the turbolasers. Deals 12 energy damage to 3 targets in a strafe. Costs 8 EP (Ballistic)
[Energy Beam] Jarvis fires a highly condensed beam of energy. Deals 10 energy damage plus [Burn 4] Costs 12 EP
[Turbolaser] 2 Energy damage three times. May target one enemy or many. (2EP)
[Concussion Missile Barrage] Deals 15 Energy damage to an enemy, +1 DP to dodge. (8EP)
[Self Repair] Jarvis fixes itself using nanotech. Heals 11 (Energy] damage. Costs 6 EP

Abilities:
[Recharge] Jarvis regenerates 1 EP/ Round
[Hangar Bay] The Invocator can carry two other vehicles with it.
[Transport]: This Star Destroyer is currently capable of carrying 2 extra people
[Space Capable] By what ever means, this vehicle is capable of reaching the depths of space. It can travel into the Deep Space worlds, and carry its driver, transport capacity and hanger capacity with it.



Posted Image
Quote:
 
B-wing
[Starship] Chassis used for Space Vehicles, costs one less DP to dodge attacks made from the ground, allows travel to Deep Space

Hull: 10
Batteries: 20
Maneuvers: 3

[Laser Cannons]: Deals 5 Energy damage to a single target. {Ballistic}
[Proton Torpedo]: Deals 15 Energy damage to an enemy, costs +2 DP to dodge. (20 EP)

[Mako Mini-Reactor]: +2 damage dealt with Energy, +1 damage taken from Spell.
Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Character Graveyard · Next Topic »
Add Reply

Affiliates and Cbox
RPG-D

Default Skin made by Sjaelen