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Post by Deleted on Oct 14, 2018 18:19:05 GMT
Of course, mine will be over-the-top and organized as much as possible. You can ref if you want lmao;; I'm just gonna be here and getting all fancy.
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Post by Deleted on Oct 14, 2018 18:42:50 GMT
[Duster (Ironee)]:HP: 100 Attack Roll: 2d10 + 2 Defensive: Damage reduced by 1/4, -2 DMG, -2 DMG from Wind Ability Notes: - Jikufurito : +5 to DMG, +5 to Init
- Ironclad : Damage -1/4
-Forcefield: Can only cast if your initiative is 10+, lasts for 1d5 turns. Grants everyone around the Impervious ability. Forcefield is not impervious to Light Magic or can be broken by an attack with a 20 Initiative on the caster. If people leave the barrier, they are no longer Impervious. (Impervious: Unable to take HP damage for specified )
Henshin Notes: -Speed Boost: Instead of one initiative roll, your character may make 2 rolls. IF your second die roll is HIGHER than the first, they hit for twice the damage!
-Roll Range: +3 to range
Spell Reference: Unable to use spells until Rank II
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Post by Deleted on Oct 25, 2018 15:37:17 GMT
[Cowlneck Rhapsody-Hartell]:HP: 100 Attack Roll: 2d10 + 5 Defensive: -2 DMG, -4 against Fire + Earth Ability Notes: - Jikufurito : +5 to DMG, +5 to Init
- Sacred Flames: +10 to DMG when at 20 HP
Henshin Notes: -Speed Boost: Instead of one initiative roll, your character may make 2 rolls. IF your second die roll is HIGHER than the first, they hit for twice the damage!
-Roll Range: +3 to range
Spell Reference: Unable to use spells until Rank II -Pyromancy Tome: Rank I: Ember | Blaze | Flame Thrower | Torch | Sear | Fire Kick Rank II: Fire Orb | Release | Soul Burn | Smog
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Post by Deleted on Oct 25, 2018 15:44:27 GMT
[Jacket Hartell]:HP: 100 Attack Roll: 2d10 + 5 Defensive: -1/4 DMG, -2 DMG, -2 DMG from Earth, Fire Ability Notes: - Snapback: Attack double when turn is skipped - Frenzy: Enters Berzerk state at 15 HP
Henshin Notes:
-Roll Range: +3 to range
-DMG + 2
Spell Reference: Unable to use spells until Rank II
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Post by Deleted on Oct 25, 2018 15:51:04 GMT
[Blazer Ironee]:HP: 200 Attack Roll: 2d15 + 3 Defensive: -5 DMG Ability Notes: - Eightfold- Grants +8 on initiative and damage (even on status buffs that deplete health over time). This ability activates when the TN hits 8 only. - Magical Being: Loses 1 HF instead of 2
Henshin Notes:
-Standard Build: Boosted Awareness: +2 Initiative Second Wind: Retails 1 HP after a hard blow -Timelord Build: Speed Boost: Instead of one initiative roll, your character may make 2 rolls. IF your second die roll is HIGHER than the first, they hit for twice the damage! Damage -2
Spell Reference: N/A
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