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| Solidus; Ninja Master | |
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| Tweet Topic Started: Apr 24 2006, 03:30 PM (776 Views) | |
| Deleted User | Apr 24 2006, 03:30 PM Post #1 |
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Deleted User
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Side: Mercenary -0- Game: Metal Gear Solid 2 Battle Rank: 1 (Adept) Battle Points: 22 XP: 4 HP: 100 (+10) EP: 50 (+10) DP: 10 (+6) LP: 10 Equipment: Face: [Berserker Earring] Head: [Marine Tactical Helmet] Neck: [Sound Headband] Eyes/Ears: [-] Armour: ['Marine' Tactical Chestplate][-] [-] [-] [-] Cloak: [Ninja Cloak] Weapon: [+3Energy] [-] [-] [-] Boots: [Marine Tactical Boots] Rings:[Energy Ring] [-] [-] [-] Belt: [Wookiee Utility Belt] Greaves/Bracers: [-] Pants: [-] Gloves: [Marine' Tactical Gloves] Shield: [Armor Enhancement] Items Wookie Utility Belt: Provides easy access to items. Can use two items in one move, but not an item and an attack. Datapad [Sound Headband] Raises [Energy] damage by +3 ['Marine' Tactical Boots] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Boots put a spring in the user's steps. Restoring 1 Dp every four turns to the wearer. ['Marine' Tactical Helmet] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Helmet is made to keep the wearer focused. As well as pumping the user full of the right chemicals for the right situation. Restoring 1 Hp every turn to the wearer. ['Marine' Tactical Gloves] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Gloves are made to enhance hand eye coordination. Restoring 1 Ep every turn to the wearer. EMP Device - Reduces EP to zero, affects all combatants. (one use) [Light Reflector] Can be used to shield (Full dodge) against one attack (3) ['Marine' Tactical Chestplate] An armored defensive suit designed to reduce damage while still allowing free movement. Going with the 'Marine' Series, the Chestplate reduces incoming damage from Fire, Bio, and Lightning attacks by 2. {Armor} [Armor Enhancement] +5 HP, +5 ep, +1 dp {Shield} [Light Reflector] x9 Woohoo Blend x25 Medbag - A huge automated medical kit, recovering 40hp x3 [Lesser Energy Ring]: An enhanced ring, gives +1 to all energy damage. [Cloak of the Ninja] Solidus being the ninja that he truly is, he is able to dodge attacks by blending in with the shadows that he travels through. +4 DP [El Cid Sword] This heavy sword grants a +4 to Melee attacks. $160 Attacks [Kenobi Sweep]: Slashes 2 times for 3(+16) energy damage each, followed up with an impressive overhead strike dealing 1(+11) slashing damage. Each strike may be directed at a different target. {Melee} [Force-Assisted P-90 Blast]: Precisely sprays an area with a P90, dealing 3(+15) energy damage to three targets. Cannot target something more then once and cannot be fully dodged. (3 EP) [Saber Deflect]: Solidus uses his lightsaber to deflect half the damage from attack, rounded up. Deals the damage deflected back to the attacker, negating any soldiers that might still be in the way and ignoring defences. (5 Ep) [Windu Strike]: Solidus uses the art of killing on the draw using the force to deal 12(+15)(+8) energy damage to a target. This attack can only be used in the first round of a battle. (2 EP) [Foxhound Grenade]: Solidus throws a single grenade that explodes dealing 15(+15) Energy damage to one opponent and 5(+15) Energy damage to 2 adjacent enemies. (12 EP) [Battle Frenzy] Firing off his P-90 and slashing at a target in quick succession, Solidus combos a target, dealing 1(+15) energy and 1(+11) slashing damage 5 times. (6 EP) Traits [Super Human]: +1 damage dealt with melee attacks, +2 damage taken from mental attacks. [Force Mercenary]: +1 damage dealt with melee and ballistic attacks, +1 defense against melee and ballistic attacks, +2 damage taken from ranged attacks and spells. [Saber Mastery]: +1 damage dealt with energy attacks, +1 damage taken from lightning attacks. [Heart of Twilight]: +1 defense against light and dark attacks, -1 damage dealt with holy and shadow attacks. Abilities [Inhuman]: Solidus just aint normal... or right in the head. Gaining 1 Hp every other turn as regenerative. Does not go over Solidus's max HP. [Super Armor (Rank 1)]: Solidus activates his armor's speed and strength enhancements. It takes a turn to activate, and costs 2 EP per turn to maintain, but while activated all the user's attacks do +2 Damage and the user takes -1 from all attacks. Additionally, the user gains 2 DP that may go over his max at the beginning of the activation. [Dark Shards]: When Mal'nor attacked Midgar, his claws left pieces of themselves within Solidus. As such, he can add 2 Dark damage twice per battle for 2 EP. [Eye of Mal'nor] In another battle with Mal'nor, Solidus removed his left eye and is using it for his own. For 5 EP, Solidus can now strip an opposing general of their First Strike ability, having the battle judged normally, with a coin flip. Offense:+4 Melee, +15 Energy, +1 Fire, +1 Spells, +3 Slashing Defense: +1 Earth, +3 Lightning, +6 Melee, +5 Wind/Ballistic, +7 Fire, +1 Energy, +3 Dark, +1 Light, +2 Bio, +3 Mental Weaknesses: -2 Ranged, -2 Spells Fortune HP 20 [Railgun Shot]: 5 [Ballistic] damage {Ballistic} [Long-Las] Designed along the same lines as the lasgun, this weapon is a one shot weapon, but dealing horrendous damage. A standard 'hot shot' round will disentigrate half a man if hit in the chest. A good sniper has been known to bring down a Chaos Marine in one shot with this weapon. Deals 15(+1) Energy damage, then spend a round to reload the weapon. {6EP} Vamp HP 20 [Combat Knife Swing] 5 [Melee] damage [Storm of Blades]: 2 [Ranged] damage 3 times, (3ep) Fat Man HP 10 EP 8 [Merlot]: Heals 8 HP, One target (3 ep) [Semtex]: Deals 10 {Fire} damage (5ep) GRU Commando (2) HP 20 [AKS-74U]: 1 [Ballistic] damage 4 times [Burst Fire]: 2 [Ballistic] damage 3 times (3ep) Force Healer HP 10 EP 8 [Heal]: Heals 8 {Dark} damage (3 ep) [Major Heal]: Heals 12 {Dark} damage (5 ep) Force Adept HP 10 EP 8 [Buff]: Target does 2 extra damage for 4 turns (3 ep) [Defend]: Target takes 3 less damage for 4 turns (5 ep) Infested Yal'ari Grunt HP 45 DP 1 Attacks: [Infested Claws] Venomus claws that deal 5 Slashing and 5 Bio damage. {Melee} [Swarm Warcharge]: Charging in with his deamonic and infested solder, the Grunt deals 10 blunt damage and 4 Bio damage. {Melee} (8ep) Abilities [Warrior Heritage]: This soldier is a Warrior class unit, and may join the ranks of any other Warrior soldiers.. Control of Midgar: The holder and all declared allies recieve +1 to all energy attacks and recieve a defense to energy attacks by +1 as well. Additionally, all effected parties can also call in a Shinra strike force once per battle, that does 2 wind ballistic damage to every opposing soldier on the field. Tarsonis Benefits: The holder and all declared allies recieve +1 defense against fire and wind attacks. [Terran Infantry Armor] Reduces incoming Melee and Ballistic attacks for soldiers by 1. Gaia Benefits: +1 Spell dmg, +1 Spell defense, +1 Mage Mustafar Benefits: +1 Fire damage, +1 fire defense, +5 currency, 3/4 at Mustafar shops. Control Benefits: The BeanBean kingdom has been restored... kind of. Bowser's castle reduced to dust and rubble but Etna, who now rules over the area. Follow her rule or else! Demon's Ascent: The holder of this territory and all declared allies gain +1 defense against earth and lightning based attacks. All effected parties also recieve an enchanter soldier of at highest one partial rank lower then the general. Finally, all effected parties recieve a free [Woohoo Blend]: Restores 5 HP and 5 EP. With every payday and recieve a 25% discount at all shops in this territory. Nar'shaddaa: [Underhanded Weapons]: +1 slashing,-1 taken from energy. [Black Market]: Anything and Everything comes through Nar'shadda at somepoint. Owner and Allies of Nar'shadda can make a purchase anywere regardless of restrictions, but must pay and additional 25% of the item's cost. |
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| Deleted User | Aug 25 2006, 01:56 PM Post #2 |
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Deleted User
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Posted Image [Harrier] HP: 75/100 EP: 50/50 DP: 10/12 Attacks: [Aden Cannons] Deals [Piercing] damage 5 times, each shot deals 1 damage to ground targets, or 6 damage to air targets, may target one enemy or many. {Ballistic} [Sidewinder Heat Seeking Missile] Deals 50 [Fire] damage to air targets, 7 damage to ground targets. (15 EP){Ranged} [Maverick Missiles] Charges for a turn, and then releases for 60 [Element] damage, 11 [Fire] damage to ground targets. [Takes two attack slots] (15 EP) {Ranged} Components: [Engine] [Boosters] Decreases escape time by 1 round. [Thorium Reactor] Regenerate 5 ep/round {Special} [Passenger Seat]: Adds a general slot. Capacity: 2 General, no armies. |
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