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spawn; stats
Topic Started: Jun 17 2006, 12:24 AM (492 Views)
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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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