|
Post by Black Seraphim Zero on Oct 21, 2007 17:50:28 GMT -5
As to Ieuan's suggestions for an RP, I'm okay with it. That's why I've created this thread. Read the rules in Coliseum, but there's one more status:
Possessed No free will, enemy makes move decisions. Active for full battle. Only usable in a 4-person free-for-all match.
Gameplay is similar to CoC.
Character: Jason(I was feeling bored)
HP: 10000 SP (Spiritual Power) 10000
Armed with: Futon, Raikage
Attacks: Wind Slash, roll a dice. Result x 100=damage Thunder Slash, roll a dice. Result x 200=damage. Uses dice rollx10 SP.
Spirit Techniques: Futon Razor, roll a dice. Result x 1000=damage. Uses dice roll x 100 SP. Raishield, roll a dice. Result is multiplied by 1000. Protects against attacks up to that result for the rest of the battle. Uses 2000 SP. RaiAnnihilate, roll a dice. All enemies with HP lower than that amount x 1000 are instantly killed. Uses 4000 SP. Hourglass, roll a dice. Speed up turns equal to the result. 1000 SP.
Overdrives: Futon Ryu: Roll a dice. You stay in this form for that number of turns. Each turn, all attacks gain +1500 power and lose 1000 SP Cost. On final turn of this form, do damage to opponent equal to number of turns x 1000 in this form. Takes 5 turns Charge, or use 5000 SP. Additional 3000 damage.
Raiton Kage: Roll a dice. You stay in this form for that number of turns. Each turn, all attacks gain +1000 power and lose 500 SP Cost. This form utilizes an instant RaiAnnihilate, but result is multiplied by 2000. Takes 5 turns Charge.
|
|
|
Post by Xenos Infinity on Oct 26, 2007 9:51:03 GMT -5
might as well make my own.
Xenos
HP: 10000 SP: 10000
Armed with: Raikiri, Masamune, Fushichô, Raishiro. can only wield two at once, though.
Attacks (vary depending on Zanpakuto): Lightning Strike: attacks one opponent with the regular Raikiri. 100 damage and 50% chance of paralysis. Shine Strike: attacks one opponent with the regular Masamune. 100 damage and removes Posession from target. breaks Muramasa's Bankai and Shikai forms. Burn Strike: attacks with the regular form of Fushichô. 100 damage and guaranteed burn to anyone not using an ice/water-type Zanpakuto. Flash Strike: attacks with the regular form of Raishiro. 100 damage and 25% chance of blind due to the flash from the crystal.
Spirit Techniques: Thunder's Fury (Raikiri): uses the Raikiri's Shikai form to electrocute one target for 500 damage. 250 SP. Solar Pierce (Masamune): uses the Masamune's Shikai form to create a solid beam of light to stab one enemy. 500 damage and blind, 250 SP. Napalm Death (Fushichô): uses the Fushichô's Shikai form to wrap the opponent in a trail of flaming metal. 550 damage, burn, 50% chance of the burn dealing double damage (usual is 10-50). uses 300 SP. White Lightning: uses the Raishiro's Shikai form to strike one opponent with divine lightning. 500 damage and uses 250 SP.
Overdrives: Raiden's Blessing (Raikiri): activates Raikiri's Bankai form. add paralysis and 500 damage to all attacks and deal 250 damage to anyone who physically attacks the user. number of turns = die roll. ArchAngel's Breath (Masamune): activates Masamune's Bankai form. add 250 damage to all attacks and flip a coin after every hit you recieve. if the toss is heads, halve the damage and blind the opponent. allows Flight to remove oneself from battle for a turn. Undead or Demonic enemies will recieve 50x usual damage from you. number of turns=die roll, unless triggered by Muramasa, in which case continue until the enemy is defeated. all attack will remove Posession on contact. Blazing Phoenix (Fushichô): activates Fushichô's Bankai form. add 500 damage and Burn to all attacks. allows Flight, which means it can hit other flying enemies or avoid damage for a turn. can be extinguished by water or ice Bankai. Eye of the Storm (Raishiro): activates Raishiro's Bankai form. add paralysis and 300 damage to all attacks and ignore obstacles and arena conditions. can only be triggered by use of a Hollow's Zanpakuto or the Raikage or Masamune, but remains in use until their defeat.
special: combo abilities: this may be confusing, so I'll explain. dual-wielding Zanpakuto gives you access to the power of both when needed, right? thus, both can be used at the same time under certain conditions. here's what happens if it's my lucky day.
Solar Flare (Fushichô and Masamune): 5000 damage and burn. uses 2000 SP. triggered if the specified weapons are wielded and ice/water and dark (Muramasa/Raikage) Zanpakutos are wielded in the same battle. hits all opponents.
Quad Thunder (Raikiri and Raishiro): if an earth/wind/water Zanpakuto's Bankai is used, this unique Bankai activates. this gives the user two attacks per turn and allows flight. add paralysis and 1000 damage to all attacks, along with draining 1000 SP extra per turn regardless of used moves. deactivates when it can no longer be maintained.
weapon abilities: Masamune: prevents posession.
lol, extra stuff.
|
|