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Alan's Command Center
Topic Started: Nov 18 2007, 11:15 PM (7,840 Views)
Deleted User
Deleted User

http://www.youtube.com/watch?v=xmJ3ps7M_Cc

Alignment: -2.5 - Pirate Commander
Series: Starcraft
Battle Level: 7 (Tactical Genius Pirate Admiral)
Battle Points: 210


HP: 50 (10IP)
EP: 115 (23IP)
DP: 15 (15IP)
LP: 28(+7) (28IP)

(80IP)

(total IP spent on Alan, all followers, Thanatos and Thunder=600)

Traits
[Human]: No benefits or weaknesses.
[Raid Leader]: +13 damage dealt with follower ballistic attacks, +13 follower damage taken from spells.
[Underground Connections]: +13 damage dealt with piercing attacks, +13 damage taken from light attacks.

Items
[Shyguy Parts: redeemable 2 quest PT]

Minerals (636) Payday Sunday(+60 for Rank 7, -3c for faction, +5c from base, +10c for Vet Staffer)
[Photon Cannon]: Deals 10 energy damage to a single target, may be used by soldiers. {Ranged}{5ep} (slotless)
Dominion Codebook]: A damaged binder filled with computer passwords, found in an abandoned Terran Dominion bunker. Won't likely fetch a high price at the pawn shop, but definitely worth something to someone in the Dominion... or someone with a grudge against them.
[Turkey Sammich] Restores 20% of your max HP x5
[Cranberry Platter]Restores 20% of your max EP x3
[Short-Range Radio]: Can receive and send data instantly, once a battle the owner of this can request help from another willing person who is nearby and also owns a datapad. If they agree they join the battle in two rounds.
[Candy]: Bubblegum! Heals 4 Bio HP to a single target (x2)
[Acid] Destroys target equipment or item, item is repaired at the end of the battle. While destroyed all of the target equipment's effects are nulled. (8 Ep)x3
[Dinner Wine: Restores 20% of max LP]x4
[Four-Leaf Clover]: Makes an incoming technique from the opponent's next turn cost -1 DP to dodge. One time use.*
[Meal Ticket]: This item allows Alena and her crew access into the Wing of Daybreak. Disappears if she kills someone while inside.}
[Mistletoe]: Get close to someone... x10
[Bandolier] +10 EP, can also be used once a match to regenerate 1/4 of your max EP. {Belt}
[Peppermint Candy Cane]: Heals 3 LP.
[Healing Rays] Restores 10 HP to up to three soldiers (2 Uses)
[Holiday Cheer]: Enchants a target with [Temper (3)], [Focus (3)], [Protect (3)], [Shell (3)], and [Vega (3)]. (3 Uses)
[Red Jacket]: Taken from a defeated enemy and used as a disguise.
-[60c Coupon]: A holiday coupon that may be used toward any purchase.
-[Octonial Mug]: A special mug celebrating nearly eight years of the CERP/CRRP community. Grants the user +8 damage dealt with all attacks and +8 defense against all attacks. Lasts five turns. (1 use)
[Fairy Essence]: Revives a target from KO status to 20 HP.


Territory Bonus:
+5 energy damage dealt
+5 defense against space
+5c per payday.

Techniques (this tells what the attack is when Alan is on foot)
[Dual pistols]: Alan fires a burst from his pistols Deals 17 piercing damage that can be split among 3 targets.{Ballistic} (+1 hit, +3 damage: 4 upgrades)

[Boltgun] Bolt weapon technology is essentially a miniature rocket launcher with a full automatic setting. This devastating weapon is the signature weapon of the dreaded Space Marine. This weapon deals 33 Fire damage that can be split among 3 targets. {14 EP} (ballistic) (+1 hits, +18 damage: 19 upgrades)

[Grenade]: Alan fires a grenade at a target, dealing 5 fire and 5 Piercing to a single target.(6 ep) (ballistic)

[Flamethrower]: Alan uses a retrofitted firebat flamethrower to send a wave of flames at a target, dealing 15 fire damage and [Burn 5] to a single target. [15 EP] (Ballistic) (+3 damage: 3 upgrades)

[Submachine Gun] Alan takes out his heavily customized submachine gun and fires away. Deals 40 damage that can hit up to 10 targets [24 EP] [ballistic] (+30 damage: 30 upgrades)

[Bolt]: Deals 5 lightning damage to a single target. (2 EP) (1 uses)

[Flare]: Through the inventive use of tools meant to reveal ones position, Alan inflicts 11 [Fire] damage on an enemy and [Paralyze 3]. (12 EP) [Ranged] (+4 damage, +2 paralyze: 14 upgrades)

Abilities
[Natural Leader]: Because Alan is so adept at leading, he can often re-coordinate his troops at a moments notice in the heat of battle. This general regenerates 4 LP every five turns, but may not exceed his max.

[Black Market Deals]: Alan has a great deal of connection in the underground and knows where to find the best deals for his men's equipment. Grants the character a 10% discount when creating a follower and purchasing additional vitals for them. This discount does not apply to technique or ability-related purchases/upgrades for followers and this ability does not increase in effectiveness as the character levels up.

[Connections]: Alan knows where to buy the good stuff at low prices and how to make people sell at the low prices. Can purchase equipment from the shops at 10% reduced cost.

[Always Has a Way Out (Level 5)]: Alan's years of pirating have taught him to always have a back door out of any situation. No matter where he finds himself or who he is fighting against, he always has the right tool or plan to escape. Alan negates First Strike and can freely escape from battle within the first three rounds of combat without regards to DP cost.

[Salvage]: Alan's access to large amounts of salvage allows him to get vehicle parts much cheaper than most. Grants the character a 10% discount when creating a vehicle and purchasing additional vitals for them. This discount does not apply to technique or ability-related purchases/upgrades for vehicles and this ability does not increase in effectiveness as the character levels up.

[He who runs away(level 6)]: Alan is quite skilled at escaping from hairy situations, and is able to get out of danger more quickly than most. The holder of this ability pays -5 DP than normal per odd Level to escape from combat successfully.

[I'll just be back here where its safe...]: Alan's cowardice and general skill at escaping makes him a hard target to hit when he has people to duck behind. Allows Alan, if in the back row in combat, to be protected as if it were blocked by a full row as long as there is at least one general or follower in the front row, and as long as the back row is not larger than the front. The character may still be targeted by attacks with over-the-row effects.

[Can't Escape from an Escape artist]: Alan is well versed in every trick in the book when it comes to running. Any character trying to Escape from combat against the holder of this ability must pay an additional +5 DP than normal per odd level to to escape successfully.

[Ranged Weaponry]: Alan has no interest in being ANYWHERE near the front. His skill at staying away from the fight lets him attack from far away. This ability allows Alan to target far away opponents. At the cost of 3 EP, Alan may target an opposing party's front row from their own back row. At the cost of 6 EP, he may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.
Edited by Syndra, Apr 29 2014, 05:40 PM.
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Deleted User
Deleted User

*Equipment*
Head: [Pirate Captain Hat]: A hat taken from a shyguy during Alan's raid to steal his ship. Clearly shows who's in charge of this pirate crew and gives a morale boost to his men (it looks cool too!) +1 Defense against all to three followers.]

Armor: [Officer Uniform]: A nice and formal uniform not designed with battle in mind, but is great a getting attention. Comes complete with medals (all not Alan's). This Armor goes with the rest of the 'Officer' Series, providing a +1 Defense vs. all attacks to three followers.]

Boots: [-]

Accessories: [-]

[Inspiring Cloak]: A special cloak taken from a high-ranking officer, the cloak has been reworking to have the Scavengers' symbol on the back and Alan makes sure to keep in fine condition. Despite Alan's claims otherwise, the cloak does absolutely nothing other than make Alan look a bit more inspiring. However, nothing gets people to follow a man more than the fact that he looks awesome. Grants the wearer +7 LP]

[Jenova Cells: Having been infected by Jenova without his knowing, Alan is able to regenerate his wounds far faster. Gains +1 HP every turn]

[Better Tactics: Alan is starting to understand what tactics work against the huge range of fighters in the multiverse. Five followers get +1 to defense against all.]

Belt: [Radio belt]: A belt designed to hold Alan's specialized radio. Makes sure that it is always on hand in a pinch and gives five followers a +1 defense against all.]

Gloves: [Ceremonial gloves]: Gloves usually wore by officers in dress uniform, Alan has adapted them to be of use for more than just show. By pushing the top of each finger he can change his radio to the squads and each individual in his unit personal frequency in a moments notice allowing for better control and a +1 defense to all for three followers.]

Badges: [Hi Def Radio]: Gives followers +1 to all Attacks (affects Ray/Ally)]
[Purple Heart]: Followers under your command receive +5 Hp and +1 to all defense]
[Pirate badge]: The typical skull-and-crossbone of pirates, only in badge form. Grants +1 EP every turn and +1 to all attacks to three followers due to enhanced pirate morale.(beating not included)]

Quick Slots: [Turkey Sammich]
[Acid] Destroys target equipment or item, item is repaired at the end of the battle. While destroyed all of the target equipment's effects are nulled. (8 Ep)]
[Healing Rays] Restores 5 HP to up to three soldiers (2 Uses)

[Officer Set] Once the entire set is complete, the wearer is a master officer whose followers obey their command. Three followers have immunity to Charm.
Edited by Syndra, Nov 23 2013, 10:24 AM.
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Deleted User
Deleted User

http://www.youtube.com/watch?v=PY8E76TAYvc

Secondary General 150IP

Colonel Derek(Alan's second-in-command and trusted friend. Very little is know of this man's background before he met Alan, but it is known that he was born on Tarsonis. A stubborn no-nonsense man, Derek lacks Alan's ingenuity and quick thinking. However, Derek is still a competent commander and is more than skilled in battle tactics, most likely from spending so much time with Alan. In reality, is actually a clone of Derek created by Jenova though he has no knowledge of this.)
Alignment: -1.5 - Pirate Sergeant
Derek at the end of a fighting contest, having killed a hydralisk by himself


Disguised Derek: http://i156.photobucket.com/albums/t27/zan...34494800053.jpg

Derek's new cyber-arm: http://i156.photobucket.com/albums/t27/zanderasgoth/1304550823825.jpg

HP:280(+20) (56IP)
EP:150 (30IP)
LP:12(+3) (12IP)
DP:52 (52IP)

Traits
[Cybernetic Human]: +13 defense against Ballistic attacks, +13 damage taken with Spells.
[Tough]: +13 defense against Melee attacks, +13 damage taken from Ranged attacks.
[Firebat]: +13 damage dealt with Fire attacks, +13 damage taken from Lightning attacks.

Techniques: (52 of 75 upgrades)
[Punch]: Deals 9 blunt damage to a single target. (melee) (+4 damage: 4 upgrades)

[Custom flamethrower]: Deals 21 fire damage to a single target and [Weaken 1] (2 EP) (Ranged) (Added Weaken 1, +14 damage: 15 upgrades)

[Headbutt]: Derek smashed his helmet into the enemy. Deals 9 blunt damage and inflicts [paralyze 1] status. (10 EP) (melee) (+4 damage: 4 upgrades)

[Sandvich]: Reaching into his storage area, Derek pulls out a tasty sandvich and gives it to someone (or eats it himself). The tasty snack really gets people pumped up; buffs a target with [Temper (2)], [Accuracy (2)], [Protect (2)], and [Endure (2)]. (8 EP)

[Dual Flamers]: Derek activates both of his flamers and sends two streams of flames toward a target. Deals 18 Fire damage to a single target and inflicts [Burn (5)]. {Ranged} (9 EP) (+12 damage: 12 upgrades)

[Gravity distortion grenade]: Derek uses a special marauder attachment on his hip to fire a grenade at a target. The grenade is specially made to increase the gravity in a local area, thus making it harder to move. Deals 12 fire damage and
[Slow 2] on a single target. Costs +2 DP to dodge (39 ep) {Ballistic} (+2 DP to dodge, +4 damage: 14 upgrades)

[Stim-pak]:Derek injects himself with a large dose of stimms that increase his reaction speed. However, the stimm has some nasty side-effects... Grants [Haste 3], may only target self, and deals 5 damage to self that may not be reduced in any way. (8 EP) {No-Type} (Haste 2 to 3: 3 upgrades)

[Drop beacon]: Derek tosses out a beacon and a drop pod lands with a Dog Marauder on board. (5EP)

[Counter]: Derek uses his long experience at fighting hand to hand against all types of enemies to turn an enemies own attack back at them. At the cost of (EP of tech + 3 EP for every 1 DP required to f.dodge reflected tech) Derek can send a melee attack back at his enemy.

Abilities:
[Fire Expert]: Derek is an expert at using his flamethrowers in every attack he does. At the cost of 3 EP, 6 [Fire] damage may be added to any technique. He also deals +5 damage with fire.

[Tank]: Derek's huge size and constant "in-your-face" attack style means he is able to make sure an attack hits him and not his allies. Derek may redirect 6 attack(s) per battle to himself instead of their intended targets. Derek may dodge, reduce, and otherwise avoid the attacks as if they were originally directed towards the him. Row and Party attacks that are redirected also strike Derek for however many Generals and Followers the attack would have hit. (May spend 6.5 IP to increase the number of redirected attacks by 1 for a max of 1 per Level)

[Tough as Nails]: Derek is inhumanly tough thanks to his suit, conditioning, and cyber arm. Once per odd Battle Level, an attack that would normally bring Derek's HP to 0 will bring it to 1 instead.

[Defensive Expert]: Derek always knows just how to take a blow to reduce its impact on him. Derek takes 2 less damage from all attacks and 1 less damage from melee attack.

[Cyber Arm]: Derek right arm has been reinforced with cybernetic implants and heavily armored. He can absorb Melee attacks once per battle per odd Battle Level and takes 3 less damage from Ranged attacks.(Quested)

[Spelljammer]: Derek's cyberarm has been equipped with a special machine designed, by DeepGround, to negate all spells. He can absorb Spell attacks once per battle per odd Battle Level and the special housing for the machine allows him to take 3 less damage from Ballistic attacks.(Quested)

[Have to go through me first!]: Derek counts as two units for the purposes of blocking rows. Row and Party attacks that are blocked by this character strike this unit once for each unit they count as for blocking; for dodging purposes all the strikes count as a single attack. Healing does not count in the same manner, and only effects the user as if they only counted as a single target.

[Automatic Medical Systems]: Derek's armor contains a number of automated medical systems that treat wounds and his firebat suit is made to resist fire. Derek is immune to [Wound] and [Burn].

[Transformation: Jenova]: Jenova changes back into her normal form. This character has two different forms that they may change between during battle after taking damage and before taking a full action on their turn. Traits, techniques, and abilities between form cannot be accessed while in a different class. Each form has its own traits, technique lists, ability lists, and equipment tree. Takes a full turn to change and grants 100 temporary EP and 5 temporary LP. *Quest Gained*

[Biological Superiority]: Derek might no know it, but he is Jenova. He spends .25 fewer IP on each upgrade. *shared*

[Hit and Run tactics]: The Phoenixes are a, primarily, pirate force. They are trained to hit fast and hard before slipping away from any response. They are quite skilled at escaping from hairy situations, and are able to get out of danger more quickly than most. The holder of this ability pays -5 DP than normal per odd Level to escape from combat successfully.
(Faction ability)

Equipment:

Head: [Firebat Helmet]: A slightly customized helmet for a typical Firebat suit. This helmet has a number of scanners and sensors to help keep Derek aware of the tactical situation. Grants +3 LP]

Armor:[CMC Firebat Variant]: Gives +3 Defense vs All Attacks]

Weapon:[Custom Flamethrower]:Derek has improved on the basic design of the flamethrowers used on his firebat suit. +4 fire damage.]

Boots: [Plasma canisters]:Derek's flamers use plasma to create the flames. This plasma-based fire is designed to work like napalm: sticking to its target and being near impossible to put out. The sticking effect causes all of Derek's fire attacks to inflict [Burn 1].]]

Accessories: [Napalm fuel]: A sticky and flammable liquid used as the flamer's fuel. +4fire damage]

[Improved Armor]: Using some of the multiverse's unique smelting techniques, Derek's armor is far stronger than normal firebat armor. +1 defense to all]

[Firebat armor]: Derek's armor is specially designed to resist fire. This prevents the user from accidentally cooking himself alive. Grants +8 resist against fire damage]

[Heatwave]: The extreme heat from Derek's flamethrowers makes the air around him always weave and distort from the heat making him harder to hit and a +1 to all defense.

Belt: [Over-engineered Codpiece]: Is known to cause women to stare as they cannot believe the size of it. But seriously, what part would any man over-engineer? +20HP]

Gloves: [Firebat gauntlets]: Special gauntlets that protect Derek's hands from his wrist mounted flamers and allow him to better aim his flamers. Grant +4 damage with fire.]

Badges: [-] [-] [-]

Quick Slots: [Turkey Sammich] [Dinner Wine] [-]
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Deleted User
Deleted User

(Derek's Alt form)

Jenova:(A sentient virus capable of morphing her entire body into any form she wishes. Can, also, infect other living creatures with herself making them her puppets. Currently, Jenova is seen as Alan's "main squeeze" in the Phoenixes and only a few people know just how truly dangerous she is)

Alignment: (-5) - Calamity from the Skies

An ID photo taken of one of Jenova's human forms


http://www.youtube.com/watch?v=J6GrZYE2il0

HP:280(56IP)
EP:150 (30IP)
LP:12 (12IP)
DP:52 (52IP)

Traits:
[Shapeshifter]: +13 defense against bio attacks, +13 damage taken from cold attacks.
[Mako Willer]: +13 damage dealt with spells, +13 damage taken from light and spirit attacks
[Will-Breaker]: +13 damage dealt with mental attacks, +13 damage taken from cold attacks.

Techniques:
[Subtle Invasion]: Jenova creeps into the target's mind, and slowly begins to ensnare it. Deals 5 mental damage to a single target and [Paralyze 1]. {Spell} (1 upgrade, Paralyze 1 added)

[Red Light]: Emitting a red gleam from her eyes, Jenova fires a beam of light at a victim. Deals 5 Fire and 1 Energy damage and inflicts [Silence (1)] to a single target. {Ranged} (5 EP)

[Mind Snap]: Jenova's influence snaps the mind of a target, causing their mental faculties to be greatly reduced. Deals 12 mental damage to a single target and inflicts [Migraine (1)] and [Headache (2)] on them. {Spell} (13 EP)

[Slow]: Using Time magic learned from her experiences on Gaia, Jenova slows a target, dealing 5 space damage and inflicting [Slow (4)] upon them. {Spell} (20 EP)

[Morph]: Jenova is able to morph her body into any way that suits her needs, including as a weapon. Deals 20 damage that can be spread between 3 targets. Can choose between piercing, blunt, OR slashing damage. {Melee} (23 EP)

[Listen to Mother]: Jenova eyes gleam red as she beginning to invade a target's mind. She bends their will and turns them into just another of her puppets. Deals 5 [Mental] damage to a single target and [Charm 3]. {Spell} (30EP)

[Targeted strike]: Jenova bends her body into the perfect weapon to cut into a target's mobility. Whether that be a knife to cut their tendon or a spike to spear a critical part, it matters not. Deals 10 [Slashing] or [Piercing] damage to a single target and [Hinder 3] {Ranged} (24EP)

[Don't try to resist]: Jenova uses a combination of allure and mental compulsions to make a target not want to harm her. No, they just want to lie down...to give in...and join the family.... Deals 15 [Mental] damage to a single target, [Weaken 5], [Doom 5], and [Disarm 5]. {Spell} (25EP)

[Bahamut: SIN]: Jenova has managed to make her own corrupted Mako capable of summoning the corrupt Dragon God, Bahamut, and uses it to bring him forth to unleash his power. Deals 57 [Spirit] damage to a single target, but the energy required to summon it takes 5 turns to reabsorb. {Spell} (42EP)

Abilities:
[Transformation: Derek]: Jenova changes back into Derek. This character has two different forms that they may change between during battle after taking damage and before taking a full action on their turn. Traits, techniques, and abilities between form cannot be accessed while in a different class. Each form has its own traits, technique lists, ability lists, and equipment tree. Takes a full turn to change and grants 100 temporary EP and 4 temporary LP. *Quest gained* [Free Slot]

[Genetic Imitation]: Jenova can copy techniques used in battle. Any technique used by a character of the same or lower Battle Level can be copied as a Free Action; this includes techniques granted by Equipment and Attack Cards. Techniques that cannot be copied are: techniques used by characters of higher level, techniques granted by consumable items other than Attack Cards, or special techniques that have a clause saying that they cannot be copied. If the character was killed/KO'd before their turn, he or she cannot copy any of the techniques used during that round of combat.

[Superior Cellular Regrowth]: Because Jenova is able to will her cells to constantly divide and multiply, she heals quickly. This character regenerates 4 HP every turn, but may not exceed her max.

[Biological Superiority]: Jenova is not human. She is something more, something that is, perhaps, better. She spends .25 fewer IP on each upgrade. *shared*

[Will-breaker]: Jenova is a master of breaking lifeforms wills and turning them into her puppets. She can make even the most willful person unable to resist her. [Headache] and [Hinder] status are boosted for three turns while [Weaken] is boosted by 2 and [Doom] and [Disarm] are boosted by 1. *Quest ability*

[Split Focus]: Jenova is used to being in multiple places and performing multiple tasks at the same time. Once per battle per Odd Battle Level, she may use a {Spell} technique, without taking an action. She also deals +3 damage with spells. *Quested ability*

[Malleable Body]: Jenova can morph her body into any way she needs to reach her target. This ability allows Jenova to target far away opponents. At the cost of 3 EP, Jenova may target an opposing party's front row from their own back row. At the cost of 6 EP, she may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.

[Cellular Virus]: Because every part of Jenova's body, even down to the cellular level, can be mutated and used, stopping Jenova is nigh impossible. Jenova is immune to [Paralyze] and [Lull]. *Quested ability*

[Hit and Run tactics]: The Phoenixes are a, primarily, pirate force. They are trained to hit fast and hard before slipping away from any response. They are quite skilled at escaping from hairy situations, and are able to get out of danger more quickly than most. The holder of this ability pays -5 DP than normal per odd Level to escape from combat successfully.
(Faction ability)

Equipment:

Weapon: [Genome Abstract {Weapon}]: Space techniques inflicts [Silence (1)] status

Head: [Genome Vitality {Head}]: +1 HP/1 Round, +1 EP/1 Round, +1 DP/5 Rounds

Armor: [Genome Unison {Armor}]: +1 HP/1 Round, +1 EP/1 Round, +1 LP/5 Rounds

Hands: [-]
Belt: [Genome Harmonize {Belt}]: +2 LP/5 Rounds, +1 DP/5 Rounds

Feet: [Genome Durability {Boots}]: +1 HP/1 Round, +1 EP/1 Round, +1 DP/5 Rounds

Accessories: [Genome Arcana D+ {Accessory}]: +3 Defense against Spell attacks

[Genome Arcana D {Accessory}]: +3 Defense against Spell attacks

[Genome Physical D {Accessory}]: +3 Defense against Melee attacks

[Genome Physical D+ {Accessory}]: +3 Defense against Melee attacks

Badges: [-]

[Genome Synthesis {Badge}]: 3 designated followers regenerate +1 HP every Round, +1 EP every Round, and +1 DP every 5 Rounds.

[Genome Synthesis Beta {Badge}] 3 designated followers regenerate +1 EP every Round, and +1 DP every 5 Rounds

Quick Slots: [-] [-] [-]
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Deleted User
Deleted User

Soldiers: 222IP

http://www.youtube.com/watch?v=CXGUCtnRWmo
Millenia(A strange girl found in the wormhole by Alan. Has a nasty lust for violence and general mayhem, but seems to have a nice side to her that crops up whenever she feels like it. A potent magic-user, she is Alan's magic expert)
Alignment: -2.5 Reborn Dark God?
Millenia on the attack


(50IP)
HP:50(+5) (10IP)
EP:120 (24IP)
DP:16 (16IP)

Traits:
[Spell-caster]: +13 spell damage, +13 taken from melee

Attacks:
[Crossbow]: Millenia fires a bolt from her crossbow. Deals 5 piercing damage. [ranged]

[Burn!]: Millenia sends a ball of fire toward an enemy which deals 19 fire damage to a single target. [Spell] (5EP) (+9 damage: 9 upgrades)

[Zap!] Millenia summons multiple balls of lightning to circle a number of enemies. Deals 8 [Lightning] damage to a row. {Spell} (8 EP) (+3 damage: 3 upgrades)

[Heel Crush]: Millenia moves toward an enemy and stomps on them with her high heels. Inflicts [Doom 2], [Break 2] and [Weaken 4] and [Curse 4] on a target. {Melee} (4 EP) (added Weaken 4 and Curse 4: 8 upgrades)

[Wings of Valmar]: Millenia's dark wings sprout from her back and she summons two dark orbs in each hand. She hurls them at a target and the two combine before eruptring in a dark explosion. Deals 24 dark damage to a row. {Spell} (45 EP) (+4 damage: 4 upgrades)

[Claws of Valmar]: A mighty attack by the undead claws of Valmar that crushes the very soul of the person. Deals 37 spirit damage. [23EP] [Spell] (+9 damage: 9 upgrades)

[Valmar's eye]: Using the power of the eyes of Valmar, Millenia causes a target to loss the ability to use any of their more advanced attacks. How? Magic. Deals 9 dark damage and [Silence (3)] to a single target. (12EP) [spell] (+4 damage: 4 upgrades)

Abilities:
[Magic-user]: Millenia is very skilled at magic and deals +4 spell damage.

[Wings of Valmar]: Millenia is the wings of the dark god given form and can add 16 dark damage to any attack for 8EP.

[Power of a God]: Being part of a dark God means nearly limitless power! +4EP regained every turn, but may not exceed maximum.

[Now I'm pissed off!]: Millenia has a very hot-headed personality and one sure way to get her mad is to make her think she might lose. Only when she is below 25% health, Millenia can go into a wild rage. In this state of anger she deals an extra 6 damage with all spell attacks and 1 extra damage with dark. This magical frenzy is very taxing on Millenia, and she can only stay in it for 3 consecutive rounds after activation.

[Supreme Magical Control]: Millenia gained a great deal of control over magic thanks to the undead mage she absorbed. Once per battle per Odd Battle Level, she may use a {Spell} technique, without taking an action. She also deals +4 damage with dark. [Quested ability]

[Long-range Caster]: "Look, but don't touch~!" At the cost of 3 EP, Millenia character may target an opposing party's front row from their own back row. At the cost of 6 EP, they may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.

[ITS MY MAGIC HOW DARE YO-"]: Not only is it, literally, impossible to make Millenia shut up, its just as impossible to distract her when she is in full MURDER mode. Her inability to be quiet and her complete focus on slaughter makes her immune to both [Silence] and [Migraine]. [Quested ability]

[Like that would work on me!]: Millenia's skill with magic allows her to simply smack away spells like they were nothing. Millenia may absorb a {Spell} technique without it dealing damage once per each odd-numbered Battle Level every match. She also has +3 defense against spells. [Quested Ability]

Equipment:
Weapon:[Magic crossbow]: Millenia's crossbow is more than just personal protection, it is a focus point for her magic. +4 spell damage]

Armor:[Demon Necklace {Armor Enhancement}]: A very...interesting looking necklace that Millenia wears. -1 EP Cost Reduction on all techniques.

Accessory: [Demonic Mana Egg]: Originally used to give Millenia her magic ability, but has since been transformed into a sort of magic storage. +40 EP

-------------------------------------------------------------------------------------------------------------------------

http://www.youtube.com/watch?v=KayIepfkZso&feature=related
Ray(Alan's covert-ops leader, Ray is a ghost trained by the Confederacy. Unlike most ghosts, Ray did not join the Dominion after it defeated the Confederacy. Why he did not is unknown He rarely, if ever, talks to anyone besides Alan and the few times he has have all been insults. Rumors state that he has enhanced his psychic abilities and has gained a near sadistic love of torture and pain.)
Alignment: -3.5 Sadistic Specter
Only known picture of Ray taken just before the death of the unfortunate camera owner


Disguised Ray: http://i156.photobucket.com/albums/t27/zan...34482535956.jpg

(50IP)
HP:75 (+5) (15FIP)
EP:70(+35) (14FIP)
DP:21 (21FIP)

Trait:
[Marksman]+13 damage Ballistic, +13 damage taken from melee

Techniques:
[C-10 Rifle]: Deals 9 fire damage to a single target. (ballistic) (+4 damage: 4 upgrades)

[Snipe]: Ray takes careful aim at a target. Deals 9 piercing damage to an enemy, +2 DP to dodge. (10 EP) (ballistic) (+4 damage: 4 upgrades)

[High Explosive]: Ray loads a far more powerful charge into his rifle and fires it at the enemy. Deals 19 fire damage to a single target. (5 EP) (ballistic) (+9 damage: 9 upgrades)

[Pistol and Knife]: Ray uses his pistol and a stolen fetish knife to attack a target. Deals 10 fire damage and 10 slashing damage to a single target. {ballistic} (15 EP)

[Psionic Lash]: Thanks to his greater control of his psychic powers, Ray can now use his mind to create a lash on negative energy. While the lash is very powerful, it also drains Ray a great deal. Deals 26 [mental] damage to a single target. {Ranged} (20 EP) (+1 damage: 1 upgrades)

[Explosive snipe]: Ray loads an explosive round before using his mental abilities to better aim the shot. Deals 40 fire damage that costs +3DP to dodge to a single target. (50 EP) {Ballistic}


Abilities:
[Cloak]: Ray is equipped with a cloaking device that allows him to become invisible. He regain 4 DP every 5 turns but cannot exceed his max.

[Mind-reading]: Ray is a slightly telepathic and can read his enemies movements by reading their minds. Once per Battle Level he can make any Ballistic technique cost +2 DP to dodge. Also, for 5 EP any technique cost +1DP to dodge AND for 2 EP add +2 piercing damage.

[Ghost]: Ray is highly trained to dodge his enemies attacks thanks to his training as a ghost. Once per odd battle level, Ray may gain 10 temporary DP. Also, once per odd Battle Level, he can redirect an attack from him to another member in the group. [Quested ability]

[Power of the Mind]: With access to far superior, and less restrictive, dampeners, Ray has tapped into more of his psychic potential. Once per battle per Full Battle Rank, Ray may absorb a {Ballistic} technique, taking no damage by stopping the bullet in mid-flight. The increased focus and willpower also allows him to have +3 defense against Ballistic attacks.

[Sniper]: Ray is supposed to hit from far away... At the cost of 3 EP, Ray character may target an opposing party's front row from their own back row. At the cost of 6 EP, they may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.

[Solo-operative]: Ray is used to working alone. This follower is immune from the moral penalty, and does not experience any reduced attack or defense power from being away from their commanding general, or having their commanding general KO'd in battle.

[Rapid Reload]: Ray has honed his ability to fire and reload his weapons to where he can reload them blindfolded in less than a second. His ability to reload so fast allows him to get in extra shots allowing him to use a {ballistic} technique without an action once per turn. This an only be used once per each odd-numbered Battle Level every match. It also gives him more time to aim allowing him to deal +3 damage with ballistic attacks. [Quested ability]

[Hidden attacker]: Ray is highly trained in avoiding detection. If he is in the back row in combat, he is protected as if he were blocked by a full row as long as there is at least one general or follower in the front row, and as long as the back row is not larger than the front. Ray may still be targeted by attacks with over-the-row effects.

[Never Know What Hit Them](Level 7): Ray is a skilled assassin and can sneak up on the weariest of opponents. Allows Ray to automatically go first in a fight without needing a coin flip, unless fighting someone with a similar ability or if the opponent is a level ahead of the character. Additionally, opponents may not run from Ray in the opening 3 rounds of combat.


Equipment:
Weapon:[Custom C-10 rifle]: Ray has improved the basic design of his rifle. +7 fire damage.]

Armor: [Powerpack]: A special backpack used by ghosts that holds Ray's cloaking device as well as a number of other helpful tools for his stealth missions. +35EP(cloak)

---------------------------------------------------------------------------------------------------------------------


Shyv'na(A Drow ranger who joined Alan's crew after the Drow agreed to ally with the Phoenixes. She is harsh, cruel, and utterly ruthless.)

Alignment: -3 -Neutral Evil
Household painting of Shyv'na


Vitals
HP: 65 (13 IP)
EP: 85 (17 IP)
DP: 20 (20 IP)
LP: 5 (5 IP)
(55 IP in Vitals)

Traits
[Drow]: +13 Defense against {Spells}, +13 Damage taken from {Melee}

Techniques
[Blade Strike]: Deals 5 [Slashing] damage to a single target. {Melee}

[Crossbow Shot]: Deals 15 [Piercing] damage to a single target and costs +3 DP to dodge. {Ranged} (25 EP)

[Longbow Shot]: Deals 20 [Piercing] damage to a single target and can reach over a row. {Ranged} (18 EP)

[Darkness]: Grants [Agility (3)] on a single target. {Spell} (24 EP)

[Dancing Lights]: Deals 8 total [Light] damage that may be split between 4 targets and inflicts [Migraine (8)]. {Spell} (33 EP)

[Faerie Fire]: Deals 10 [Light] damage and inflicts [Hinder (6)] to a single target. {Spell} (41 EP)

[Obscuring Mist]: Inflicts [Hamper 6] and [Disarm 6] on a single target. {Spell} (12 EP)

[Misdirection]: Inflicts [Weaken 6] and [Doom 6] on a single target. {Spell} (12 EP)

[Ghost Sound]: Deals 5 [Mental] damage and inflicts [Confound (5)] to a single target. {Spell} (20 EP)

[Modify Memory]: Deals 5 [Mental] damage and inflicts [Ability Scramble (4)] to a single target. {Spell} (16 EP)

Abilities
[Drow Assassin Leader]: Is Immune to [Lull] and [Wound] and 2/4 resistant to [Confound]. *Quest Ability*

[Spotter (Negative Strike)]: This character negates any First Strike abilities of equal or lower level in a stat battle, and may choose to
escape a stat battle within the first three rounds of it without penalty.

[Elven]: The character regenerates 3 EP every turn and 2 DP every five turns.

[Spider Venom Poison]: Can add [Burn (2)] to a technique for 3 EP up to 5 times per turn. *Quest Ability*

[Knockout Poison]: Can add [Lull (2)] to a technique for 6 EP up to 5 times per turn. *Quest Ability*

[Weakness Poison]: Can add [Break (2)] to a technique for 2 EP up to 5 times per turn. *Quest Ability*

[Disempower Poison]: Can add [Curse (2)] to a technique for 2 EP up to 5 times per turn. *Quest Ability*

[Poison Proficiency]: Increases the duration of [Burn] by 6, [Break] by 2, and [Curse] by 2. *Quested Ability*

Equipment
[Weapon]: [Drow Shortsword: +5 damage dealt with Slashing Attacks and +5 damage dealt with Piercing attacks. *Quest Equipment*]

[Armor]: [Drow Assassin Armor: +4 Defense against Melee, +3 Defense against Ranged, +3 Defense Against Spells. *Quest Equipment*]

[Accessory]: [Signet of Shadows: +4 damage dealt with Dark, Immunity to [Hinder], +5 Defense against Light. *Quest Equipment*]

-----------------------------------------------------------------------------------------------------------------------

Ally(Next to nothing is know of this person. All that is know is that the huge machine seems to be Alan's medic and that it has served Alan in the past as his top medic. It does seem to have a kind heart, despite its enourmous size, as it flatly refuses to hurt anyone)
http://www.youtube.com/watch?v=fDtLpCzKqkQ
Alignment: +5 - Battlefield Angel
Picture captured of Ally in a park


(50IP)
HP:120(+5) (24 IP)
EP:60(+20) (12 IP)
DP:16 (16 IP)

Traits
Armored: +13 defense against Ballistic, +13 damage taken with Spell.

Techniques:
[Heal]: Ally injects a target with special healing drugs. Heals 5 bio HP to a target. (Melee)

[Restore]: Ally uses her medical knowledge to cure a person of any harmful effects Dispels 1 harmful effect from an ally. [No-type] (5 EP)

[Super heal]: Ally uses a more powerful injection of healing solutions to heal a target. Heals 20 bio HP of a single target. (6 EP) (Melee) (+9 healing: 9 upgrades)

[Acid] Destroys target equipment or item, item is repaired at the end of the battle. While destroyed all of the target equipment's effects are nulled. (8 Ep)

[Dispel]: Removes one beneficial effect from a target. (4 EP)

[Higher Dual Heal]: Ally uses a special drone to heal a target while she heals one herself. Heals 26 non elemental HP twice, may be split among two targets. {No-Type} (20 EP) (+6 healing: 6 upgrades)

[Protection]: After patching up Alan and crew enough times, something in Ally clicked, and now it tries to keep them from getting too beat up in the first place. Grants [Vega(5)] to a single target. (40 ep) {No Type}

[Repair]: Fixes a piece of broken equipment, returning its effects to normal. {No-Type} (8 EP)

[Nano-drones]: Ally launches her three drones to heal three of her comrades wounds. Grants [Cleanse (9)], may be split among 3 targets. [47EP] [No-type]

[Sleep grenade]: Ally uses a grenade full of special sleep-inducing chemicals or EMP-pulsing devices, depending on the target, to put a target to sleep. Affects a single target with [Lull 5]. (15 EP) {Ranged}


Abilities:
[Regeneration]:What the- how the hell does a machine regenerate?! No one really knows and Alan hasn't been forth-coming with information. Ally heals 4HP every turn, but cannot exceed max.

[Medic]: Ally's mind has been programmed with the best medical practices available and is very skilled at using any sort of biological treatment. Deals +8 with all bio damage.

[Defense Shield]: Ally has a shield specially designed to protect her from the close-range attacks of Zerg and Protoss. Using its shield it can absorb a melee attack once per odd level and has a +4 defense against slashing.

[Emergency Repair]: Ally's Zerg/machine body allows it to take damage that would normally kill a person. A killing blow does not finish off Ally. Instead, once per odd rank, it lowers it's HP to 1 rather than 0.

[No Self-preservation]: Ally has been programmed to heal others, but only has the barest hints of self-preservation and will gladly shield others with itself. It may redirect eight attacks incoming to the party per battle to itself instead of their intended targets. They may dodge, reduce, and otherwise avoid the attacks as if they were originally directed towards the user. Strafe and Army attacks that are redirected also strike the user for however many Generals and Soldiers the attack would have hit. [Quested ability]

[Big target]: Ally's large armor and shield allow it to protect more people from harm. It counts as two units for the purposes of blocking rows. Row and Party attacks that are blocked by this character strike this unit once for each unit they count as for blocking; for dodging purposes all the strikes count as a single attack. Healing does not count in the same manner, and only effects the user as if they only counted as a single target.

Equipment:
[Shielded supplies]: Ally makes sure to keep its supply of healing items away from the battle and away from any sort of attack. Gives a 2/4th resist to Silence. [Acc]

[Extra supplies]: Ally always makes sure to bring extra supplies just in case. +20EP[Armor]

-----------------------------------------------------------------------------------------------------------------

Scalieus in a stolen dress uniform

Scalieus(Commander of the Dogs of Death and pilot of a massive siege tank. Scalieus and the Dogs joined with Alan after the battle on Halo.)

Alignment: -2.5 Mercenary commander
Battle Level: 5

(17IP)
HP:5 (1IP)
LP:16 (16IP)

Trait:
Tank commander: +13 attack with ballistic, -13 defense against melee.

Technique:
Handgun: Scalieus takes out his handgun and fires it at an enemy. Deals 5 piercing damage. [ballistic]

Ability:
[Pilot]: This soldier can pilot a vehicle in the place of a general, if the vehicle is destroyed so is this soldier. The soldier can only use its own LP, along with that of the vehicle it is piloting, to control the vehicle's attacks/abilities, but cannot take an action in place of the general's action.
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Deleted User
Deleted User

Ground Vehicles:

http://www.youtube.com/watch?v=Cqy4UFdogl8

Thanatos MKII: Having improved the design of the original Thanatos in almost every way, this mech is 300% more deadly than the original. Standing at 12ft tall and capable of using three different weapons allows the machine to deal with any and all threats.

Thanatos MKII design drawing

Chassis: Land
(173IP)

HP:265 (53IP)
EP:270(+15) (54IP)
DP:66(+3) (66IP)

Traits
[Mecha]: +26 damage dealt with blunt attacks, +26 damage taken from slashing attacks

Technique: (65 of75 upgrades)
[Punch]: Thanatos strikes an enemy with one of its armoured fists dealing 9 blunt damage to a single target.(melee) (+4 damage, 4 upgrades)

[Railgun]: Using an experimental hand-held Railgun, Thanatos fires a small shell and deals 16 blunt damage to a single target. {Ballistic} (2 EP) (+9 damage: 9 upgrades)

[Machine Gun]: Using a massive machine gun, Thanatos deals 12 piercing damage to a row. {Ballistic} (15 EP) (+4 damage: 4 upgrades)

[Shock gauntlet]:Using a specially designed shock pad installed into Thanatos' hand, the machine grabs its target, crushing it, before sending a stunning jolt of electricity through them. Deals 14 blunt damage to a single target and inflicts [Paralyze 2]. (25 EP) (melee) (+4 damage: 4 upgrades)

[Compact Yamato Cannon]: A specially made Yamato cannon that has been compacted using advanced multiverse tech. Deals 57 energy damage to a single target. However, Thanatos has to shut-down to cool and recovery from the firing of the weapon and is inflicted with [Paralyze 1] after firing. (46 EP) [ballistic] (+2 damage: 2 upgrades)

[Double-tap] Thanatos fires two shells in quick succession. Deals 26 blunt damage, may be split between two targets. {ballistic} (20 EP) (+6 damage: 6 upgrades)

[Leg shot]:Thanatos aims its massive pistol for the enemies legs and tries to stop them from moving. Deals 9 blunt damage and inflicts [Hinder (3)] to a single target. {ballistic} (16 EP) (+1 Hinder, +4 damage: 7 upgrades)

[Revenge shot]: Using the advanced targeting system to its fullest, Thanatos analyzes a targets movement and corrects its aim for its next shot with a larger round. Deals 36 blunt damage to a single target and costs +5DP to dodge. This attack can only be used if the target dodged Thanatos' attack last turn. (22 EP) (ballistic) (+ 15 damage +3DP to dodge: 30 upgrades)


[Summon Blackwidows]: Alan in the Thanatos calls for backup in the form of Gerudo Pirates, recruited directly from Termina. (40 EP)

Abilities:
[Mako reactor]:Thanatos MKII uses a strange reactor called a "mako" to power it. The reactor requires no fuel granting it 4EP every turn.

[Additional Seating]: This vehicle can store up to 2 player character(s) and/or unit(s) within it in addition to the pilot, and those within the vehicle may utilize its techniques in battle

[Long-range targeting]: Thanatos is able to use its targeting computer to hit far away opponents. At the cost of 3 EP, this character may target an opposing party's front row from their own back row. At the cost of 6 EP, they may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.

[Keep firing!]: Alan's time fighting the Infected and the Zerg have taught him the importance of keeping Thanatos' weapons firing. Thanatos can use a {Ballistic} technique without an action once per turn. This may only be used once per odd Battle Level per match. Thanatos also gains +1 damage with all attacks and is 1/4 resistant to [Silence].

[Point-laser Defense Grid]: A specially-designed laser defense grid that shoots down incoming projectiles before they impact! Too bad it isn't fast enough to stop bullets...Once per battle per odd Battle Rank, Thanatos may absorb a {Ranged} technique, taking no damage. It also gains a +1 defense against all and +1 defense against piercing because lasers might not stop magic and swords, but they are still annoying.

[Redundant Systems]: Alan has made a number of improvements to his MKII design, including allowing systems to overlap with each other. This overlapping means that even if a number of systems go down, Thanatos will still be operational and capable of combat. The makes Thanatos immune to both [Paralyze] and [Hinder]. [Quested ability]

[Over-sized weapons]: The weapons on the Thanatos are much larger than what is used by most of the multiverse and deal more damage as a result. Thanatos deals +4 damage with all ballistic attacks.

Aerial picture of the Thunder of Death


http://www.youtube.com/watch?v=tzvNwLlD1KY

Thunder of Death(Thor)
Scalieus has upgraded from his siege tank to a mighty thor walker. The thor has been refitted with a number of upgrades to make it far more effective.

Chassis: Surface
(125IP)

HP:230 (46VIP)
EP:300 (60VIP)
DP:19 (19VIP)

Traits:
Walker-artillery: +13 dealt with ballistic, +13 taken from melee

Techniques: (16 of 75 upgrades)
[Machine Gun]: The Thunder of Death fires its turret-mounted machine gun. Deals 12 [Piercing] damage to a row. {Ballistic} (15 EP) (+4 damage: 4 upgrades)

[Thor's hammer]: The Thunder of Death fires its main guns at a target. Deals 19 [Blunt] damage to a single target. {Ballistic} (10 EP) (+4 damage: 4 upgrades)

[250mm Cannon]: Raising the massive guns on its back to their firing position, the Thunder of Death sends a massive volley of shells toward the enemy. Deals 16 [Fire] damage to a row. {Ballistic} (25 EP) (+4 damage: 4 upgrades)

[Pinning Blast]: The Thunder of Death lives up to its name, shelling a target with tremendous firepower. Even the bravest of men would be insane not to cower in fear at such firepower. Deals 9 [Mental] damage and inflicts [Migraine (4)] to a single target. {Ballistic} (12 EP) (+4 damage: 4 upgrades)

[Drop Beacon]: The Walker normally doesn't get equipped with a beacon like this, but sometimes you have to be flexible. Activating the beacon will call down a Death's Dog mercenary. {No Type} (5 EP)

[Full Barrage]: The Thunder of Death fires all of its weapons in a massive barrage of firepower. Deals 50 fire damage to a party. (64 EP) {Ballistic}

Abilities:
[Loader]: Because the Thunder of Death has a committed loader who is constantly reloading the guns the vehicle regenerates 4 EP every turn.

[Long range]: The Thunder of Death's huge height makes it easy to fire over its own soldiers. At the cost of 3 EP, this character may target an opposing party's front row from their own back row. At the cost of 6 EP, they may target an opposing party's rear row from their own rear row. If the user is in their party's own front row, they only need to spend 3 EP to attack an opposing rear row.

[More Guns]: The Thunder of Death has more guns than most battalions! OK it really doesn't, but Scalieus likes to brag that he does. It can use a [ballistic] technique without an action once per turn per odd Rank. It also deals +1 damage with all and is 1/4th resistant against [Silence].

[The Big Guns]: The Thunder of Death's guns are bigger than most people and deal +4 extra ballistic damage. [Quested ability]

[Giant mech]: The Thunder of Death is the size of a large house and has weapons to match! Its huge size makes it immune to [Pull]. Its large guns allow it to spend 3EP to add 6 fire damage and it can spend 10EP to cause any attack to deal [Hex 10]. [Quested ability]
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Deleted User
Deleted User

Phoenixes of Armageddon

Summons:

150IP

Pirate Guard


Quote:
 
Pirate's Guard squad (Death's Dog Elite)
Veterans of hundred of battles and hardened in the fire of war. These Dogs are more than capable of going toe-to-toe with even the strongest of multiverse warriors.
(50IP)
HP:125
DP:25

Trait:
[Marine]: +13 deal with ballistic, +13 taken from spells

Attack:
[Guass rifle]: The Dogs attacks with their C-14 Impaler Guass rifle. Deals 9 piercing damage. [ballistic] (+4 damage: 4 upgrades)

Abilities:
[Tank]: This follower may redirect 3 attacks incoming to the follower's party each battle to him/herself instead of their intended targets. They may dodge, reduce, and otherwise avoid the attacks as if they were originally directed towards the user. Strafe and Army attacks that are redirected also strike the user for however many Generals and Soldiers the attack would have hit.

[U-238 shells]: Special shells that increase the effective range of the Impaler guass rifle. The follower deals +8 damage with all piercing attacks.

[Combat Shield]: The specially made combat shield not only gives Terran marines a +5 sec increase in average live span, it also makes a good firing support. Once per battle per Odd Battle Level, the user may absorb a {Ballistic} technique, taking no damage from it. Additionally, this follower deals +3 damage with Ballistic attacks.

[Heavy Armor]: The heavy armor of the CMC Marine suit allows blows that would normally be fatal to only be injuring. Any incoming technique that would normally reduce HP to 0 will instead reduce it to 1. Only happens once per odd battle level.

[CMC-400 PG Pattern]: The Pirate's Guard use a specially modified 400 Marine suit with added armor and better life support systems. It grants them +2 defense against all and +2HP per turn. [quested ability]

[Gravity Generator]: All CMC Marine armor is equipped with a special gravity generator or keep them from floating off into space. They can, also, be used for a number of other, none standard maneuvers. Increasing the gravity at the correct time makes them immune to [Push] and [Pull]. [Quested ability]




Dog Marauder squad
Dog Marauder helmet


Quote:
 
Right Armored Fist (Death's Dog Elite Marauder squad)
Veterans of the Right-Fist company of Dogs under the direct command of Colonel Derek. These men are given some of the toughest training of anyone in the Dogs and boast of being just as tough as their commander.

(50IP)
HP:180
DP:14

Traits:
[Marauder]: +13 dealt with fire, +13 taken from lightning

Attacks:
[Grenade]: The marauders launches a grenade at a single target dealing 9 fire damage. [ballistic] (+4 damage: 4 upgrades)

Abilities:
[Tank]: This follower may redirect 3 attack(s) incoming to the follower's party per battle to him/herself instead of their intended targets. They may dodge, reduce, and otherwise avoid the attacks as if they were originally directed towards the user. Strafe and Army attacks that are redirected also strike the user for however many Generals and Soldiers the attack would have hit.

[Trained for Toughness]: Derek has made sure to train all his men to be as tough as he is. Any incoming technique that would normally reduce HP to 0 will instead reduce it to 1. Only happens once per odd battle level.

[Massive Armor]: Marauder armor is hugely armored and more than capable of deflecting any attacks. It can absorb
[Ranged] once per battle per odd battle level. Additionally, it gives the followers +3 defense against melee attacks.

[Ka-BOOM Baby!]: The Dog Marauders are known to sneak in some unregulation substances into the grenades to give them an extra kick. They deal +10 fire damage. [Quested ability]

[Gravity Generator]: All CMC Marine armor, including the Marauder varient, is equipped with a special gravity generator or keep them from floating off into space. They can, also, be used for a number of other, none standard manuevers. Increasing the gravity at the correct time makes them immune to [Push] and [Pull]. [Quested ability]


Black Widow in retrofitted Reaper armor


Quote:
 
Black Widows squad(Gerudo pirates)
The Black Widows, lead by Aviel, are the close combat experts of the Dogs. Equipped with redesigned Reaper armor(jet-packs included), their over-sized scimitars, and sawed-off shotguns; they are capable of hitting hard and fast.

(50IP)
HP: 80
EP: 35
DP: 27

Trait
[Gerudo]: +13 damage dealt with Melee attacks; -13 defense against Ballistics.

Techniques
[Scimitar]: The Gerudos attack with their scimitars, dealing 9 damage to a single target. {Melee} (+4 damage: 4 upgrades)

[Sword and shotgun]: The Black Widows blasts a target with their shotgun before cutting into them with their sword. Deals 9 [slashing] damage and 9 [piercing] damage to a single target. {Ballistic} (9 EP) (+4 damage: 4 upgrades)

Abilities
[Fencer {Quest Earned}]: Once per battle per Odd Battle Level, the user may absorb a {Melee} technique, taking no damage from it. Additionally, the follower deals +3 damage with melee attacks.]

[Tank]: This character may redirect 4 attack(s) per battle to him/herself instead of their intended targets. They may dodge, reduce, and otherwise avoid the attacks as if they were originally directed towards the user. Row and Party attacks that are redirected also strike the user for however many Generals and Soldiers the attack would have hit.

[Anti-magic troops]: The Black Widows are trained to be the anti-magic arm of the Phoenixes. Using magic items and defensive spells and runes taught by the Lords, the Black Widows can absorb a Spell attack one per odd level. They, also, have +3 melee defense.

[Anti-magic runes]: The Black Widows have taken to carving runes and seals into their armor to better protect themselves from magic. Black Widows have +5 defense against Spells [Quested ability]

[Acrobatic]: The Black Widows are trained to not only be fast , but dexterous too. Their acrobatic skills make them nigh impossible to pin down. The Black Widows regain 4DP ever 5 turns.

[Evasive maneuvers]: The Black Widows jetpacks allow them to maneuver at high speeds and when paired with their natural agility, nearly impossible to hit. Once per each odd-numbered Battle Level every match, the Black Widows can take evasive action giving them 26 temporary DP. [Quested ability]

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Deleted User
Deleted User

Space Forces:


Leviathan

http://www.youtube.com/watch?v=TGOFLZN-QY0

Picture of Leviathan near edge of the Pirate's Scar


XO Sanders

Sander's academy graduation picture


Chassis: Air

(335IP)
HP:900 (180IP)
EP:450 (90IP)
DP:44 (44IP)
LP:21 (21IP)

Traits:
[Capital Ship]: +13 damage dealt with ballistic, +13 damage taken from melee

Attacks: (54 0f 70 upgrades)
[Plasma blaster] Two forward turrets armed with salvaged Protoss weapons fire on the enemy. Deals 26 energy damage that may be split between 2 targets.{ballistic} (20 EP) (+6 damage: 6 upgrades)

[Laser battery]: Fires a massive barrage of lasers toward the enemy. Deals 32 energy damage , may be split among 8 targets. {ballistic} (25 EP) (+18 damage: 18 upgrades)

[Concentrated fire]: The plasma batteries aim at one target an fire. Deals 19 energy damage to a single target. {ballistic} (10 EP) (+4 damage: 4 upgrades)

[Reflect array]: Using a Deep Ground array, the Leviathan is able to erect a reflect materia-powered shield that can reflect any type of attack. Uses an action to bounce a technique back at the target, any tech (EP of tech + 5 EP for every 1 DP required to f.dodge reflected tech). [spell]

[Yamato Cannon]: The dreaded cannon of the Terran battlecruiser. Unleashes the explosive force of a nuke in a charged beam. Deals 77 energy damage to one target. Cannot be used again for 4 turns. [ballistic] [58EP] (+6 damage: 6 upgrades)

[Nuclear Missile]: The Leviathan launches a tactical nuclear missile on the target. Deal 75 non-elemental damage to a party and costs +4DP to dodge. However, nukes are not cheap or easy to find. This attack can only be used once per battle. [No-type] [55EP] (upgraded 20 times +4DP to dodge)

[Launch Wraiths]: The Leviathan launches a wing of Wraith fighters to engage the enemy. {No-Type} (5 EP)

Abilities:
[Space Capable] 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.

[Additional Seating]: This vehicle can store up to 7 player character(s) and/or unit(s) within it in addition to the pilot, and those within the vehicle may utilize its techniques in battle

[Boarding Clamps]: Allows a vehicle to board another vehicle. See the Boarding section of Vehicle Combat for more info.

[XO Sanders]: XO Sanders takes command of the battleship, Leviathan, whenever Alan is not on the bridge himself. While not as experienced or cunning as Alan, he is more than capable of lending the Dogs much needed fire support. This Vehicle can operate without a driver. It operates as a [AI] vehicle as defined in the rules.

[Cloaking field]: With the help of the new Mako reactors, the Leviathan is able to cloak its presence to all but the most advanced of sensors. It regains 4DP every 5 rounds.

[Fusion Reactor]: The Leviathan has a massive fusion reactor to help power its weapons. The reactor can be pushed to its limit and allow a [ballistic] technique without an action once per turn per odd Rank. It also gains 1 EP per turn and deals 2 damage with energy attacks.

[Full power to Weapons!]: Sanders orders all spare power to be directed to the weapons giving the Leviathan a massive boost in firepower. It deals +5 ballistic damage and +1 energy but can only be used once per each Battle Level every match. [Quested ability]

[Weapon crews]: Each weapon on the Leviathan has its own crew to fire them making stopping them all but impossible. the Leviathan is immune to [silence] and [hinder].


Wraith

20IP
Wraith Squadron
 
HP: 25
EP: 10
DP: 11
LP: 2

Traits:
[Space Fighter]: +13 damage dealt with ballistic, +13 damage taken from melee

Techniques:
[Laser]: The Wraith fires its underbelly laser dealing 5 [Energy] damage to a single target. {Ballistic}

[Gemini Missiles]:The Wraith Squadron unleashes a barrage of missiles on a target. Deals 15 fire to a single target. {Ranged} (10 EP)

Abilities:
[Cloaking Field]: The Wraith is equipped with a cloaking device making it far harder to hit. It regenerates 4 DP every five turns.

[Evasive Maneuvers]: Wraith pilots learn to use their nimble crafts speed and cloaking to avoid fire rather than hope the hull holds. Or they die... Most decide to do the former. Once every battle level per match, they spend -2DP to dodge attacks. [Quested ability]

[Target is Locked]: The Wraith squadron is able to feed targeting data to one another increasing their chances of hitting a target. Once per each odd-numbered Battle Level every match, the Wraith Squadron can target an enemy in making all their [Ranged] attacks cost +4 DP to dodge. [Quested ability]



Pirata Navigium
Original Pirata's image(now destroyed)

(While the original ship was completely totaled in its assault on a Ingressan vessel, parts of it were combined with the captured Ingressan ship to make a new Pirata Navigium. This new ship has the best qualities of both ships and is able to cloak just like the original. Many of the Ingressan's technolgy has also been reversed engineered for other Phoenix ships.)

Chassis: Air
(20IP)

HP:35(7VIP)
EP:20 (4VIP)
DP:9 (9VIP)

Traits
[Pirate Vessel]: +13 dealt with ballistic attacks, +13 taken from melee attacks.

Techniques:(11 of 75 upgrades)
[Laser]: Deals 9 energy damage to a single target.(ballistic) (+4 damage: 4 upgrades)
[Railgun]: Deals 14 piercing damage to a single target. (5 EP) (ballistic) (+4 damage: 4 upgrades)
[Explosive round]: Deals 8 fire damage and inflicts [paralyze 1] status. (10 EP) (ballistic) (+3 damage: 3 upgrades)

Abilities:
[Additional Seating]: This vehicle can store up to 5 player character(s) and/or unit(s) within it in addition to the pilot, and those within the vehicle may utilize its techniques in battle
[Cloaking Device]: Taken from a Wraith fighter, the Pirata Navigium regenerates 4 DP ever 5 turns.
[Space Capable] This vehicle is capable of reaching the depths of space. It can travel into the Deep Space worlds, and carry its driver, transport capacity with it.
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Deleted User
Deleted User

Attack modifers:

Alan:


Attack: +13 pierc

Defense: -13 light

Derek:

Attack: +30 fire

Defense: +16 balli, +14 melee, +8 fire, +7 all
-13 spell, -13 lightning, -10 ranged

Jenova:


Attack:+16 spell, +13 mental

Defense:+13 bio, +6 spells, +6 melee
-26 cold, -13 light, -13 spirit

Millenia:


Attack:+21 spell, +13 balli +1 all

Defense:+6 all
-10 spell -13 melee

Ray:

Attack:+29 balli +7 fire

Defense: +3 balli +6 all
-13 melee, -13 spell

Ally:

Attack:+13 balli, +8 bio

Defense: +13 balli, +4 slash
-26 spell


Thanatos
:

Attack: +26 blunt, +4 balli, +1 all

Defense: +1 all, +1 pierc
-26 slashing

Thunder:

Attack:+17 balli, +1 all

Defense:-13 melee

Pirate's Guard:

Attack:+16 balli +8 pierc

Defense: +2 all
-13 spell

Right First:

Attack:+23 fire

Defense:+3 melee
-13 lightning

Black Widow:

Attack:+16 melee

Defense:+3 melee, +5 spell
-13 balli

Leviathan:


Attack:+13 balli +2 energy

Defense:+13 melee

Wraith:

Attack:+13 balli

Defense:-13 melee
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