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RFGS 1.5 Heroes Thread
Tweet Topic Started: Jul 12 2013, 09:21 AM (312 Views)
JYAP Jul 12 2013, 09:21 AM Post #1
Member Avatar
The Boundless One
Posts:
2,759
Group:
Global Moderator
Member
#2
Joined:
September 13, 2009
Current Party Level: 8
Party Exp: 1181
Alexis' Money: 420
L'Arachel's Money: 420
War Machine's Money: 420
Fefnir's Money: 420
Luca Blight's Money: 420
Mega Man's Money: 420

Player Characters:

Alexis:
Spoiler: click to toggle
Posted Image
Hero Name: Alexis
Affinity: Dark
Brief History: Token lady mastermind in Evil Genius and multimillion dollar heiress. Demands sycophantic adoration from all her minions and lights them on fire with her cigarette when displeased.

Base Stats:
HP: 150
Attack: 50
Defense: 125
Magic: 100
Magic Defense: 125
Agility: 50

Actual Stats:
Current Level: 8
HP: 618
Attack: 81
Defense: 175
Magic: 139
Magic Defense: 175
Agility: 81

Starting Passive Abilities:
Ranged Magic
Aura

Starting Active Abilities:
Cure
Slap - (unlimited use) - 40 BP - 90 ACC
(Dark) Evil Laugh - (unlimited use) - 40 BP - 90 ACC

Super Ability - Master Plan - (1 use every 5 battles) - Alexis has had enough of these pesky Super Agents and now the whole world will see why Alexis must never be crossed. She stops the battle by delivering a crushing monologue about this battle has played out exactly as she planned, inflicting Demoralize status on all enemies. Then, Red Ivan, Doctor Neurocide, and Eli Barracuda ambush the enemies! First, Doctor Neurocide sprays the entire field down with a complex perfume that, for three turns, Badly Poisons the enemy force. Afterwards, Red Ivan and Eli Barracuda riddle the enemy team with bullets, rockets, and grenades. This 200 BP attack hits all enemies for the full BP and uses Alexis's Magic stat.

List of learned abilities:
Level 5: Minions! - (Passive) - Each turn, a Mercenary minion at Alexis's level appears and shoots a random target for non-elemental 70 BP and 95 acc attack. Mercenary minions stay in play for 4 turns before collapsing in a heap. Cannot have more than 4 Mercenary minions summoned at once.

Mercenary Minion Base Stats:
Spoiler: click to toggle
HP: 80
Attack: 150
Defense: 80
Magic: 50
Magic Defense: 80
Agility: 110

Current Stats:
Current Level: 8
HP: 402
Attack: 216
Defense: 113
Magic: 81
Magic Defense: 113
Agility: 153


Level 10: Death Trap - (Active, 6 uses) - (Magical/Status Attack) - 90 BP - 90 Acc - A Construction Worker somehow managed to build a Death Trap during the battle! It would've taken an Evil Genius to come up with such a scheme! After being hit by Death Trap, the target suffers Death Trap status. For 3 turns, Evil Laugh's BP against that specific target becomes 80.
Level 15: Evil Genius - (Passive) - +25% HP, +10% Defense and Magic Defense.
Level 30: "Kill them, you fools!" - (Active, 3 uses) - On Alexis's order, Mercenaries fire twice when attacking for three rounds. Alexis may choose, instead, to have her Mercenaries concentrate fire power on one target for one turn. Three Mercenaries collapse in a heap afterwards, regardless of the choice.
Level 40: Evil Taunt - (Active, 4 uses) - (Magical/Status Attack) - 40 BP - 80 Acc. Alexis mercilessly crushes the morale of a single target, inflicting Demoralized status. While Demoralized, the target suffers suffers a 20% cut to both Defensive stats for 4 turns or 30% if a Visibly Extensive amount of Work was done on the taunt. This attack can be divided to hit multiple targets, dividing the Demoralized penalty by the number of targets hit.

Equipped Items:
Magnificent Mink Coat (Passive Path): This ludicrously expensive yet beautiful coat makes Alexis even more charismatic. While equipped, the threshold for recruitment increases to 50%.
Active: Scoff and Laugh (4 uses) – 80 ACC – Inflicts Demoralize on a single target.
Passive: Recruitment Drive – Using Evil Laugh on a Demoralized enemy below 33% HP will recruit the enemy instead. RP Extra can increase the threshold of recruitment.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


L'Arachel
Spoiler: click to toggle
Posted Image
L'Arachel
Affinity: Light
Brief History: Princess of Rausten, L'Arachel wandered about with her trusted companions Dozla and Rennac in a never-ending quest to purge the world of monsters. In doing so, she encountered Eirika and joined forces with her to save the world.

Base Stats:
HP: 80
Attack: 50
Defense: 75
Magic: 150
Magic Defense: 120
Agility: 125

Actual Stats:
Current Level: 7
HP: 402
Attack: 81
Defense: 107
Magic: 216
Magic Defense: 167
Agility: 175

Starting Passive Abilities:
Ranged Magic
Adept

Starting Active Abilities:
Cure
Trample - (unlimited use) - 40 BP - 90 ACC
(Light) Lightning - (unlimited use) - 40 BP - 90 ACC

Super Ability - Fortify - (1 use every 5 battles) - Restores the party to full HP, then boosts the highest stat of each party member by 50% for 3 turns. In the case of a tie, the boost is split between the stats.

List of learned abilities:
Relationship: C-Level Support - Luca and L'Arachel enjoy each other's company for some reason, and fight better while they're around each other. While either one is not KOed, they gain +10% damage. L'Arachel heals 10% more HP when targeting Luca.
Level 5: Mend (6 uses) - Heals an ally for 2.5x the Cure formula.
Level 10: Silence (4 uses) - 85 ACC - Status Attack - Silences an enemy for 4 turns, preventing non-basic magic attacks from being used.
Level 20: Guiding Ring - Upon reaching level 20, L'Arachel may choose between promoting to Mage Knight or Valkyrie. Mage Knight grants +10 BST to Magic, while Valkyrie grants +10 BST to Agility. Both classes gain a different set of abilities, including one that replaces Guiding Ring afterwards.
Level 20 (MK): Thunder (7 uses) - 100 BP - 90 ACC - Lightning Magic Attack - Strikes the target with a bolt of lightning. 10% chance of causing Pokemon Paralysis.
Level 28 (MK): Elfire (5 uses) - 120 BP - 85 ACC - Fire Magic Attack - Engulfs the target in a pillar of flames. All other enemies on the target's row take half damage.
Level 35 (MK): Fimbulvetr (3 uses) - 125 BP - 80 ACC - Ice Magic Attack - Blasts the enemy's front row with ice magic. The back row takes half damage.
Level 20 (V): Shine (7 uses) - 70 BP - 90 ACC - Light Magic Attack - Blinding light damages an enemy. 30% chance of causing Blind, halving enemy ACC for 3 turns.
Level 28 (V): Aura (5 uses) - 50 BP - 85 ACC - Light Magic Attack - Binds an enemy with chains of light, dealing damage on hit and inflicting Aura for 3 turns. When an enemy hits an ally while under Aura status, Aura deals damage again, then drops its BP by 10.
Level 35 (V): Purge (3 uses) - 150 BP - 75 ACC - Light Magic Attack - Deals heavy damage to a target and inflicts Purge status, which removes all beneficial effects and prevents new ones from being added for 3 turns.

Equipped Items:
Sleep (Active Path): This lazy staff allows L'Arachel to put enemies to sleep. While equipped, Sleep has +10 ACC.
Active: Sleep (5 uses) – 60 ACC – Puts an enemy to sleep for 3 turns. Sleeping enemies cannot fight back. All attacks on sleeping enemies automatically hit. Taking damage wakes a Sleeping enemy.
Passive: Glory – Allies have a +5% chance of triggering added effects.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


War Machine:
Spoiler: click to toggle
Posted Image
War Machine
Affinity: Lightning
Brief History: Colonel James Rhodes is a good friend of Tony Stark - Iron Man. Besides his military career, Rhodey is one of the few people Stark trusts to fill in for him as Iron Man. Rhodey would eventually get his own version of the Iron Man armor, and as War Machine he acts both as a superhero and as a trained soldier of the United States.

Base Stats:
HP: 125
Attack: 150
Defense: 125
Magic: 50
Magic Defense: 75
Agility: 75

Actual Stats:
Current Level: 7
HP: 534
Attack: 216
Defense: 175
Magic: 81
Magic Defense: 107
Agility: 107

Starting Passive Abilities:
Power
Knight

Starting Active Abilities:
Focus
Machine Gun - (unlimited use) - 40 BP - 90 ACC
(Lightning) Spark - (unlimited use) - 40 BP - 90 ACC

Super Ability - Iron Patriot - (1 use every 5 battles) - War Machine swaps out his current armor for the Iron Patriot armor, a superpowered prototype. War Machine gains +10% to all stats for the duration of the battle, and his abilities are enhanced.

List of learned abilities:
Relationship: Rivalry - War Machine does not enjoy Luca Blight's company. If Luca is KOed, War Machine deals 20% more damage. This bonus is lost if Luca is revived.
Level 5: Blade Punch (8 uses) - 50 BP - 70 ACC - Lightning Physical Attack - Slashes with an energy blade. Always crits, and skips defensive bonuses. In the Iron Patriot armor, Blade Punch prevents the target from reviving if it's a fatal blow.
Level 10: Charged Capacitors - Every turn, War Machine gains one stack of Charged Capacitors, to a max of 3. Each stack increases War Machine's Lightning damage by 10%.
Level 18: Repulsor Ray (4 uses) - 120 BP - 80 ACC - Lightning Physical Attack - Blasts an enemy with an energy ray and applies Lock-On to the target. Ranged attacks made from allies deal 10% more damage to enemies with Lock-On. In the Iron Patriot Armor, Repulsor Ray deals 50% more damage to enemies with Radiation.
Level 25: Minigun Barrage (3 uses) - 25 BP - 75 ACC - Physical Attack - Opens fire on all front row enemies, hitting them 6 times. In the Iron Patriot armor, Minigun Barrage becomes Lightning element and inflicts enemies with Radiation, increasing Lightning damage by 20% and dealing 1/16th of their max HP in damage every turn.
Level 32: Rapid Fire - War Machine can use a number of attacks every turn equal to the amount of stacks of Charged Capacitors he has. Using more than one attack per turn removes all stacks.

Equipped Items:
Missile Pod (Passive Path): A handy missile pod that straps right on the left arm. While equipped, Shrapnel's Bleed chance is increased to 20%, and Missile has a 50% chance of causing Bleed.
Active: Missile (5 uses) – 60 BP – Physical Attack – Fires a homing missile at a target. It never misses.
Passive: Shrapnel – Attacks have a 10% chance of causing Bleed.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


Fefnir:
Spoiler: click to toggle
Posted Image
Fighting Fefnir
Affinity: Fire
Brief History: General Fefnir leads the Neo Arcadia's Jin'en Gundan, the Army of Ash Flames. Derived from the legendary reploid X, Fefnir spouts amazing battle skill, fighting along side the other three Guardians to serve and protect Neo Arcadia.

Base Stats:
HP: 111
Attack: 112
Defense: 78
Magic: 112
Magic Defense: 78
Agility: 109

Actual Stats:
Current Level: 8
HP: 490
Attack: 155
Defense: 111
Magic: 155
Magic Defense: 111
Agility: 151

Starting Passive Abilities:
Knight
Aura

Starting Active Abilities:
Focus
Dragon Crunch - (unlimited use) - 40 BP - 90 ACC
Fire Blaster - (unlimited use) - 40 BP - 90 ACC

Super Ability - Ex Skill: Meteor Rain - (1 use every 5 battles) - Fefnir sets the sky ablaze with a dozen fully charged fire blasts which rain down upon the enemy party, dealing 200 BP Fire Element Damage divided by the number of opponents and setting each one On Fire indefinitely. For the next five turns afterwards, Fefnir engages Ex Mode, gaining one additional action per turn.

List of learned abilities:
Level 5: Sodom and Gomorrah - 5 Uses - Fefnir unleashes both his basic attacks on one target.
Level 10: Valiant General - Passive - The ACC boost from Fefnir's Focus ability applies to the entire party. Increases Focus by 1 use.
Level 17: Rocket Upper - 5 Uses - 90 ACC - Fefnir grapples with the target and launches them into the air, dealing 80 BP Fire Element Physical Damage. If Fefnir uses it on a target for the first time, the target is Stunned next turn.
Level 25: Damage Break - 5 Uses - 80 ACC - Fefnir charges his buster and blasts the target with a crushing charged shot, dealing 80 BP Magic Damage. The charged shot applies one stack of Damage Break on the target. Each stack of Damage Break (max 3) reduces the target's damage by 5%.
Level 34: Fire Explosion - 4 Uses - 80 ACC - Fefnir expells a giant fireball dealing 100 BP Fire Element Magic Damage and setting the target On Fire for 5 turns. Targets on Fire lose 8% of their health each turn and gain HP at half the rate.

Equipped Items:
F-Rifle (Passive Path): A pair of attachments to Fefnir's cannons that turn them into rifles, extending the range and power. Also adds a nice fedora. While equipped, Basic+'s bonus is doubled.
Active: No Escape (7 uses) – 80 BP – 100 ACC – Physical Attack – Takes aim at a back row target and snipes them.
Passive: Basic+ - Basic attacks gain +10 BP.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


Luca Blight:
Spoiler: click to toggle
Posted Image
Hero Name Luca Blight
Affinity: Fire
Brief History: Luca Blight is the primary antagonist of Suikoden II and the heir to the Highland Kingdom. Known for his unmatched cruelty and bloodlust, Luca is referred to as the "Mad Prince"; the source of his anger resulted from an attack on the Highland royalty's entourage by ruffians. Luca was traveling with his mother, Sara, and father when they were attacked by a group of ruffians. Luca's father fled in fear, leaving Luca and his mother to their mercy; Sara was raped repeatedly, while Luca was forced to witness the ordeal.

Base Stats:
HP: 125
Attack: 150
Defense: 100
Magic: 75
Magic Defense: 100
Agility: 50

Actual Stats:
Current Level: 7
HP: 534
Attack: 216
Defense: 139
Magic: 150 (107)
Magic Defense: 139
Agility: 81

Starting Passive Abilities:
Power
Aura

Starting Active Abilities:
Berserk
Slash - (unlimited use) - 40 BP - 90 ACC
Fire Slash (Fire Elemental Magic Attack) - (unlimited use) - 40 BP - 90 ACC

Super Ability - (Booster+) - (1 use every 5 battles) - Gains Booster for remainder of battle and two additional attacks per turn

List of learned abilities:
Relationship: Rivalry - Luca Blight despises War Machine. Whenever War Machine is KOed, Luca Blight's delight boosts his damage output by 20%. This bonus is removed if War Machine is revived.
Relationship: C-Level Support: Luca and L'Arachel enjoy each other's company for some reason, and fight better while they're around each other. While either one is not KOed, they gain +10% damage. L'Arachel heals 10% more HP when targeting Luca.
Level 5: (Multislash) - 7 uses - Slices one target 3 times with a powered up Slash - 80 BP - 85 ACC; deals an additional 10% damage if target is On Fire
Level 10: (Counterstrike) 4 uses - Dodges all physical damage and counters with Slash
Level 15: (Firewall) - 6 uses - Slices the entire front row with a powered up Fire Slash - 120 BP - 90 ACC - 30% chance of setting each target On Fire
Level 20: (Piercing Flame) - 6 uses - Slices one target in the front row and one in the back row with a powered up Fire Slash - 100 BP; 30% chance of setting each target On Fire
Level 30: (Booster) - 2 uses - Takes half damage from Physical and Magic attacks for 3 turns

Equipped Items:
Fire Rune (Passive Path): Emblazoned upon Luca's right hand, the Fire Rune, while equipped, grants Fire Arrows two additional shots.
Active: Fire Arrows (7 uses) – 25 BP – 75 ACC – Fire Magic Attack – Fires four flaming arrows randomly on front row enemies.
Passive: Magic Sword – Luca adds 20% of his Attack to his Magic.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


Mega Man:
Spoiler: click to toggle

Spoiler: click to toggle
Posted Image

Hero Name Megaman
Affinity: Light. You could, perhaps, say Dr. Light.
Brief History: Super Fighting Robot Megaman was created as a robot named "Rock" as a personal lab assistant and janitor to the brilliant scientist duo Dr. Light and Dr. Wiley. Dr. Wiley was a backstabbing jerkface and reprogrammed all of Rock's brothers into dangerous psychopaths. Having a super strong sense of justice and a pelvis region made quite literally out of steel, Megaman volunteered himself to be modified into a super fighting robot named Megaman, who could copy the moves of his enemies to use against them.

Base Stats:
HP: 100
Attack: 100
Defense: 100
Magic: 100
Magic Defense: 100
Agility: 100


Actual Stats:
Current Level: 7
HP: 457
Attack: 139
Defense: 139
Magic: 139
Magic Defense: 139
Agility: 139

Starting Passive Abilities:
Ranged Attack
Ranged Magic

Starting Active Abilities:
Focus
Mega-Arm - (unlimited use) - 40 BP - 90 ACC
Megabuster. (Light Magic Attack) - (unlimited use) - 40 BP - 90 ACC

Super Ability - Rush Assault - (1 use every 5 battles) – Combines with Rush, boosting all stats by 30% for 3 turns. Mega Man then uppercuts a target for a 250 BP attack using whichever damage type does the most damage.

List of learned abilities:
Level 5: Weapon Data Slot – Wrist Zap (5 uses) - 80 BP - 80 ACC - Lightning Magic Attack - Zaps a target. 50% chance of inflicting Weakened, reducing Attack and Magic Attack by 20%. 30% chance of stunning the target.

Level 10: Weapon Data Slot - Sin Eater (4 uses) – 80 BP – 80 ACC – Magical Attack – Deals damage and restores 50% of the damage dealt to Mega Man.

Level 15: Weapon Data Slot – “

Level 20: Weapon Data Slot – “

Level 25: Weapon Data Slot – “


Info: Weapon Data Slot: Instead of having many normal moves, Megaman collects and uses enemy Weapon Data. When a Boss or major enemy is defeated, the move that is most unique to them (Or a custom made version thereof, for balance sake) gets put here. Before Battle, Megaman can swap his Weapon Data around to gain access to data learned in a higher level slot at the cost of temporarily losing access to Weapon Data in the swapped lower level slot. Weapon Data is always filled out as long as there is a blank WD for it to go to, even if the blank WD slots are out of Megaman’s level. If there isn’t an extra blank WD slot and Megaman would gain new WD. He can see the move he would get and choose to not receive it, or can forget one of his current WD slots in favor of filling the slot with the new move.

Equipped Items:
Arrow Unit (Passive Path): Made with sufficient amounts of nuts, the Arrow Unit is a buster enhancement for Mega Man. While equipped, Arrow Shot's critical hit rate is 33%.
Active: Arrow Shot (5 uses) – Mega Man can charge his Mega Buster for 1 turn to fire an Arrow Shot at 2.5x BP. On impact, it breaks up and blasts the back row for half damage.
Passive: Mega Shield – Status effects last one turn less on Mega Man.
Accessory - Proto Shield: Proto Man's shield, bequeathed to Mega Man. Reduces the BP of all incoming attacks by 20.
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


---

Battle NPCs:

Rescue
Spoiler: click to toggle

Posted Image
Rescue
Affinity: Wind
Brief History: Pepper Potts serves as Tony Stark's secretary. She also has filled in for Stark when he was unable to use the Iron Man armor. The Rescue armor is suited toward defense and rescues instead of offense.

Base Stats:
HP: 100
Attack: 50
Defense: 150
Magic: 50
Magic Defense: 150
Agility: 100

Actual Stats:
Current Level: 7
HP: 432
Attack: 74
Defense: 204
Magic: 74
Magic Defense: 204
Agility: 130

Starting Passive Abilities:
Knight
Aura

Starting Active Abilities:
Provoke
Slam - (unlimited use) - 40 BP - 90 ACC
(Wind) Thruster - (unlimited use) - 40 BP - 90 ACC

Super Ability – Rescue Barricade - (1 use every 5 battles) – Establishes a force field that reduces all incoming damage by 100%, decaying by 20% each turn. Rescue is stunned for one turn after use.

List of learned abilities:
Level 5: Flyby Attack (20 uses) – 40 BP – 95 ACC – Physical Attack – Smashes into up to two enemies with shields raised. Knocks the enemy Off Balance, preventing them from counterattacking for 2 turns. Deals double damage if Rescue has a shield or a damage-reducing effect active.
Level 10: Reconstruction Matrix (5 uses) – Forms a shield around a row of allies equal to 20% of Rescue's HP. While the shield is still active, allies are healed every turn as if Rescue used Cure.
Level 15: ???
Level 23: ???
Level 31: ???

Equipped Items:
You start with none
Other Items:
Booster Pack - Consume to use your Super ability, even if it's on cooldown.


Spider-Man
Spoiler: click to toggle
Posted Image
Spider-Man
Affinity: Wind
Brief History: The champion of great responsibility, Spider-Man obtained his powers through being bitten by a radioactive spider. After letting his uncle die from a criminal he could have stopped, Spider-Man swore to fight crime.

Base Stats:
HP: 75
Attack: 100
Defense: 90
Magic: 95
Magic Defense: 90
Agility: 150

Actual Stats:
Current Level: 7
HP: 367
Attack: 130
Defense: 117
Magic: 123
Magic Defense: 117
Agility: 204

Starting Passive Abilities:
Sheister
Knight

Starting Active Abilities:
Flee
Punch - (unlimited use) - 40 BP - 90 ACC
(Wind) Web Spray - (unlimited use) - 40 BP - 90 ACC

Super Ability - Maximum Spider - (1 use every 5 battles) - Webs a single target, then strikes repeatedly at the enemy, dealing 5 40 BP physical hits. If the enemy is already Webbed, Maximum Spider deals 50% more damage.

List of learned abilities:
Level 5: Web Shots (10 uses) - 45 BP - 90 ACC - Wind Magic Attack - Fires sticky webs that deal damage. 50% chance of inflicting Webbed, which reduces Attack and Defense by 10% for 3 turns.
Level 10: Spider Sense (3 uses) - Grants Spider Sense status to Spider-Man until the end of his next turn. Attacks on Spider-Man have half their ACC. When an enemy attacks Spider-Man, Spider-Man gains an extra action next turn. Does not take an action.
Level 15: ???
Level 20: ???
Level 35: ???

Equipped Items:
You start with none
Other Items:
You start with none


---

Support NPCs:



---

Alexis' Minions:

Earth Spirit, L1
HP: 244
All Other Stats: 57

Lightning Spirit, L1
HP: 244
All Other Stats: 57

Light Spirit, L4
HP: 312
All Other Stats: 81

Dark Spirit, L4
HP: 312
All Other Stats: 81

Water Geist, L6
HP: 508
Defenses: 133
All Other Stats: 121

Bullets, L8
HP: 376
Attack: 216
Defense: 113
Magic: 81
Magic Defense: 113
Agility: 146

Angler, L8
HP: 443
Attack: 153
Defense: 132
Magic: 81
Magic Defense: 132
Agility: 175
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