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| Tweet Topic Started: Jun 17 2006, 12:24 AM (492 Views) | |
| Deleted User | Jun 17 2006, 12:24 AM Post #1 |
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| Deleted User | Jun 17 2006, 12:26 AM Post #2 |
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HP: 115 ~2/2 EP: 40 DP: 15 ~1/3 ~1/4 -- +3 dark damage +4 light damage -- -4 from dark/light -1 from fire +2 from holy and shadow Attacks [Onslaught]: Spawn assaults a single target, dealing 5 physical damage. [Hell's Wrath]: Deals 5 dark and 5 fire damage to a target. (3 EP) [Rift]: Deals 9 dark damage and 8 light damage to 1 opponent.[5 EP] (+5 dark for 1ep)x2 Soldiers: rank 1 melee left cape chain 1 middle cape right cape chain 2 ------ [size=14]Full Stats:[/size] --- Side: Hero Series: Spawn/Soul Calibur Battle Rank: 0 (Starter) Battle Points: 0 Traits: [Hellspawn]: +1 damage dealt with dark and fire. +1 damage taken from holy [Unholy] +1 defense to dark and fire +2 taken from holy [Combat training] +1 damage dealt with melee. +1 damage taken against spells. [Warrior]: +2 defense against melee. +2 damage taken against spells [size=7]Attacks[/size] [Onslaught]: Spawn assaults a single target, dealing 5 physical damage. [Hell's Wrath]: Deals 2 dark and 5 fire damage to a target. (3 EP) [Rift]: Deals 6 dark damage and 4 light damage to 1 opponent.[5 EP] [size=7]Abilities:[/size] [Through Hell and Back]: Spawn has seen the hottest and darkest pits in hell, and gains +1 defense against Fire and Dark. ---- [size=7]Equipment[/size] Head: [hood] Armor: [Gaia Gear] Armor Enhancment: [PLB] [-] Back: [+4 DP] Weapon Enhancement: [SDB] Feet: [MTB] Accesories: [ROR] [MR] [HPR] [+1 ep/turn] [-] [-] Belt: [-] Hands: [MTG] Badges: [-] [-] [-] [Armored cape]: spawns cape has grown more powerful and is faster and more adapt at blocking blows now (+4 dp/+20 hp) [Black Heart] From the old Zexion, this heart grants +3 Dark Damage. [Chuunin+Jounin Vest] Adds +4 defense against all melee attacks, also adding a +2 defense against fire, water, lightening, earth, wind, and cold attacks. [Armor] [Pelta Lunata (Buckler)] +5 HP, +5 ep, +1 dp [Ring of Regen] Restores 2 Hp every other turn while held. {Ring} [HP ring]: +10 HP [Monkey ring]: regen 1 dp every three turns [EP ring] +10 EP class two armored cape +20 Hp, +4 Dp symbolic hood +4 hp/ turn +12 hp/ every other turn +1 ep/ turn +2 ep every other turn ['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. {Boots} (100c) [Shifting Darkblade] An ancient blade that came from nothingness. Adds +2 damage to melee attacks, and once a battle, may double the ep cost of something to double its damage. {weapon enchantment} ['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. {Gloves} (100c) [Type 2 Assult Cannon] This weapon fires eitier fires plasma bolts and deals 2 [ballistic] energy damage to a whole flank, or fires a missile and deals 10 [ranged] fire damage to a target, and 3 fire damage to adjacent targets. May be used once a battle. Costs 3ep to do either attack. [Black Soul Stone]: In an adventure, whenever 1 unit with 10 HP or greater is killed, put x charges on this stone. Releasing charges is a non-type attack action. Can pay 1 ep to add +2 dark damage to any attack. Charges can be released to deal damage. 1 charges: 5 dark damage 2 charges: 7 dark damage 5 charges: 15 dark damage 10 charges: 10 dark damage + stun 11+x charges: deals x dark damage + stun + cannot be fully dodged Charges: 10 hp:+1 30 hp: +5 100hp: +10 200hp: +20 charges ---- FFX - Bevelle Bonuses +1 Light attack/defense. +1 Priest of lower partial rank. 50% discount for holder, 25% for allies. twilight town: +1 Light attack/defense. 50% discount for holder, 25% for allies. |
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