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| RFGS 1.5 Enemy Database | |
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| Tweet Topic Started: Aug 13 2013, 05:14 PM (238 Views) | |
| JYAP | Aug 13 2013, 05:14 PM Post #1 |
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The Boundless One
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Chapter 0 Enemies: Spoiler: click to toggle
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| JYAP | Aug 15 2013, 09:50 AM Post #2 |
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The Boundless One
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Chapter 1 Enemies:![]() Lead Foot Affinity: Fire Brief History: A simple thug with a gun packed with Iso-8 rounds. Base Stats: HP: 70 Attack: 150 Defense: 70 Magic: 50 Magic Defense: 70 Agility: 100 Starting Passive Abilities: Ranged Attack Starting Active Abilities: Gunfire - (unlimited use) - 40 BP - 90 ACC (Fire) Matchstick - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Sharpshooter (6 uses) – 75 BP – 90 ACC – Physical Attack – Shoots up a target. Level 10: Raining Lead (4 uses) – 50 BP – 80 ACC – Physical Attack – Shoots up the front row. ![]() Framer Affinity: Earth Brief History: A thug with a head for plans. Trips up enemies with status effects. Base Stats: HP: 85 Attack: 100 Defense: 95 Magic: 50 Magic Defense: 95 Agility: 115 Starting Passive Abilities: Ranged Attack Starting Active Abilities: Gunshot - (unlimited use) - 40 BP - 90 ACC (Earth) Rock Throw - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Tactical Fire (7 uses) – 60 BP – 85 ACC – Physical Attack – Shoots out a limb to deal damage. Level 10: Trap Shot (4 uses) – 70 BP – 80 ACC – Physical Attack – Shoots to knock a piece of concrete down on the target. Somehow. 30% chance of Stunning. Does not trigger counterattacks. ![]() Bullets Affinity: Fire Brief History: What every Lead Foot aspires to be. Bullets hefts a bigger gun with better bullets. Base Stats: HP: 70 Attack: 150 Defense: 80 Magic: 50 Magic Defense: 80 Agility: 105 Starting Passive Abilities: Power Ranged Attack Starting Active Abilities: Gunfire - (unlimited use) - 40 BP - 90 ACC (Fire) Matchstick - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Sharpshooter (6 uses) – 75 BP – 90 ACC – Physical Attack – Shoots up a target. Level 6: Reload – Swaps between Hollow-Point Rounds or Phosphorous Rounds. Hollow-Point Rounds increase Bullets' critical hit rate to 50%. Phosphorous Rounds add Burning to all attacks, dealing 10% of the target's max HP in damage per turn for 3 turns. Reload does not take an action but has a two-turn cooldown. Level 10: Raining Lead (4 uses) – 50 BP – 80 ACC – Physical Attack – Shoots up the front row. ![]() Slicer Affinity: Wind Brief History: Brings knives to gunfights. That should say enough about his intelligence level. Base Stats: HP: 80 Attack: 120 Defense: 65 Magic: 50 Magic Defense: 65 Agility: 150 Starting Passive Abilities: Sheister Perfectionist Starting Active Abilities: Slice - (unlimited use) - 40 BP - 90 ACC (Wind) Air Gun - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Sharp Blade (6 uses) – 30 BP – 90 ACC – Physical Attack – Slashes a target twice. Inflicts Bleeding. Level 10: Ambush (4 uses) – 70 BP – 85 ACC – Physical Attack – Attacks from behind. Inflicts Exposed. ![]() Knuckles Affinity: Earth Brief History: Knuckles likes to punch things. He likes punching things so much, his gloves are only good for punching things. He can never hold his girlfriend's hand again, but he can punch it good. Base Stats: HP: 100 Attack: 135 Defense: 80 Magic: 50 Magic Defense: 80 Agility: 120 Starting Passive Abilities: Brawler – Damage from ranged attacks reduced to 75%. Perfectionist Starting Active Abilities: Punch - (unlimited use) - 40 BP - 90 ACC (Earth) Dirt Toss - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Quick Jabs (7 uses) – 25 BP – 90 ACC – Physical Attack – Punches an enemy three times. Level 6: Flying Knee (4 uses) – 60 BP – 80 ACC – Physical Attack – Knees someone in the face. Inflicts Dizzy. Level 10: Sweep (5 uses) – 70 BP – 80 ACC – Physical Attack – Sweeps out a target's legs. Inflicts Slowed. Does not work against flying targets. ![]() Enforcer Affinity: Water Brief History: For the Enforcer, Hammer Time is All The Time. Base Stats: HP: 120 Attack: 90 Defense: 120 Magic: 50 Magic Defense: 120 Agility: 50 Starting Passive Abilities: Knight Aura Starting Active Abilities: Hammer Time! - (unlimited use) - 40 BP - 90 ACC (Water) Water Bottle Time! - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Crushing Blow (5 uses) – 80 BP – 75 ACC – Physical Attack – Smashes someone's face in. Inflicts Weakened. Level 6: Induce Trauma (4 uses) – 60 BP – 70 ACC – Physical Attack – Attempts to induce such horrific trauma as to Stun the target. Level 10: Sledgehammer Roundhouse (5 uses) – 60 BP – 80 ACC – Physical Attack – Smashes the front row. ![]() Angler Affinity: Earth Brief History: A more badass Framer with enough sense to carry more ammo. Base Stats: HP: 95 Attack: 110 Defense: 95 Magic: 50 Magic Defense: 95 Agility: 125 Starting Passive Abilities: Ranged Attack Ranged Attack+ Starting Active Abilities: Gunshot - (unlimited use) - 40 BP - 90 ACC (Earth) Rock Throw - (unlimited use) - 40 BP - 90 ACC Super Ability - None List of learned abilities: Level 5: Tactical Fire (7 uses) – 60 BP – 85 ACC – Physical Attack – Shoots out a limb to deal damage. Level 6: Reload – Swaps between Non-Lethal Rounds or Armor-Piercing Rounds. Non-Lethal Rounds inflict Slowed on all attacks, while Armor-Piercing Rounds ignore defensive bonuses. Does not take an action, but has a two-turn cooldown. Level 10: Trap Shot (4 uses) – 70 BP – 80 ACC – Physical Attack – Shoots to knock a piece of concrete down on the target. Somehow. 30% chance of Stunning. Does not trigger counterattacks. |
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