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Posted: Mon Feb 06, 2012 9:41 am
In this topic you will have to post all status information of your character so that contestants can know who they are dealing with and also for personal knowledge.
You man follow the records and evolution of a certain character's abilities and stats trough this topic.
The following status of your character will be rated on a scale from 1 to 10. (Ex. : Character has extremely high speed: Speed= 9/10 /Character has low speed: Speed= 2/10 ..etc. ) Ranks are your demon or human's spiritual or Yokai rank on a scale from E to S For reference on ranks, Click here. This has an in depth article on ranks Bonus! Character ranks through the series Example of Ranks Say you had a B class demon B-24.000-50.000 You would put B as your Rank, followed by a number between 24,000 and 50,000 as your level
EDIT: Due to the update in the tournament rules, a RANK section to fill out has been placed under the Character's Name portion of the profile. Please add this to your profile and edit your attacks to show how much Yokai/spirit energy it takes, how much damage it inflicts, and such as specified in the below example Derp attack example: *The human cannon: (cost- 100 Reiki / inflicts 200 if successful- inflicts on self 50 if fails)
Please refer to the second post in the rules for how to update your profile
What you have to fill in:
Username: Character's name: Rank: Strength: Speed: Dexterity: Stamina: Endurance: Health: Fatigue: (Health and fatigue will be mentioned prior to each fighting round as they will vary. Your character can simply not be completely fit after a series of 10 consecutive fights,let's be serious. ) (initial ) Determination: (this as well will be mentioned before each fight,as the determination of a character to win the fight may vary. )
In addition, signature attacks and their effects will be mentioned here as well. Initial Gear/armor ,main weapons may be mentioned here.
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Posted: Mon Feb 06, 2012 1:28 pm
 Username: otaku_rayne852 Character's name: Rayna Class: C Class Demon / / / 20,000 Strength: 6/10 Speed: 8/10 Dexterity: 9/10 Stamina: 5/10 Endurance: 6/10 Health: -- Fatigue: -- (initial ) Determination: 10/10 Initial armor/weapons-- Basic daggers. By freezing water into a dense and durable form she is able to create the weapons she needs. Basic Moves: Hydro Slash : (cost: 200:: damage: 400:: Failed: -200) Uses water to extend the range of her daggers. Dissolve: (cost: 600:: damage: NA:: Failed: -300) Dissolves solid into water. 25% success rate. Aqua Lash: (cost: 200/attack + 50/turn used):: damage: 500:: Failed: -200) Lashes from Rayna's water based whips. Signature moves -- Tempest (cost: 600:: Damage: 1200: Failed: -600 - generates a violent storm which can aid her in several ways: produce more water for her use and hinder the enemy by freezing the rain into sharp crystals Triple Twister (Cost: 500:: Damage: 1000:: Failed: -500).Other - While away from a decent sized body of water, Rayna relies on her speed and quick thinking to win a fight. She tends to kill victims by drowning them, but that is difficult in a ring with no substantial water base. She will make due with the water she can produce from her specified moves.Defense: Ice Shield: Cost: 200/turn. Duration: 2 Turns or 600 damage. Failed: -200
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Posted: Mon Feb 06, 2012 2:04 pm
Username: RavenBlood2 Character's name: Arai Chishio Rank: Low A class (Reki: 65,000) Strength: 7/10 Speed: 9/10 Dexterity: 6/10 Stamina: 7/10 Endurance: 6/10 Health: -- Fatigue: --- (initial ) Determination: 10/10 Intial armor/weapons: Sword that belonged to her father. usually hidden behind her hair. Signature moves: Dragons rage- A simple flame that divides into two separate dragons and comes at the opponent from the front and back. (Cost- 1,000 Reiki/ Inflicts 200 if successful-50 if turned back on user) Firewall- Defensive wall of fire to block a frontal assault. (100 Reiki-no damage) Fire-sprite- A move used for distraction and can easily be taken out. (Rieki 100- no damage) Fire claw- engulfs Arai's hand in fire to form a firery claw for close range attack (Reiki- 250- inflicts 150 in damage) In True demon form Fire blossoms- sends sparks of fire in large waves by engulfing cherry blossoms in flames (500 Reiki- Inflicts 100- 50 to user if turned back) Phoenix flame- A large wave of fire taking the form of Phoenix Alternately called Vesta's Rage. (Cost 1,500 Reiki- Inflicts 300 damage- 100 if turned back on user.)
Other- Arai is like any wolf, relying on her speed and stamina to bring her opponents down. Tending to calculate her moves before trying.
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Posted: Mon Feb 06, 2012 2:13 pm
Username: XdemonaXwrathX Character's name: Miyuki Strength: 8/10 Speed: 9/10 Dexterity: 8/10 Stamina: 8/10 Endurance: 7/10 Health: -- Fatigue: -- (initial ) Determination: 8/10 Signature Weapons: Tessen (Or Battle Fans). Signature moves: Death Star - A transfer of her energy into her opponents that causes explosive results after a few moments. Fissure - Often done with the faster opponents, a layer of seeds are sprinkled out and start to grow once the opponent has stopped.
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Posted: Mon Feb 06, 2012 2:29 pm
 ~ Kara the Fire Dragon ~ Username: Kara Madora Character's name: Kara Madora Rank: B class 42,000 Strength: 7/10 Speed: 7/10 Dexterity: 10/10 Stamina: 9/10 Endurance: 6/10 Health: -- Fatigue: -- (initial ) Determination: 9/10 Weapons: Falchion sword (cost 20 Reiki / inflicts 300 if successful / difficulty modifier 3 ) Armor: Thick leather plated armor that covers chest, Side and upper thighs. Removable groin cover cloth. Doesnt hinder twisting and mobility much, and easy to patch (-50 damage) Signature moves: Fireballs- (cost- 100 Reiki / inflicts 200 if successful- inflicts on self 10 if fails / difficulty modifier 2) Hurls balls of flame at opponent. Firestream- (cost- 150 Reiki / inflicts 200 if successful- inflicts on self 10 if fails / difficulty modifier 3) Shoots stream of fire from palms Inferno - (cost- 200 Reiki / inflicts 400 if successful- inflicts on self 10 if fails / difficulty modifier 5) creates a small tornado of fire to send at opponents Hells's armor: (cost- 200 Reiki / inflicts 400 if successful- inflicts on self 0 if fails / costs 50 Reiki to maintain each turn/ difficulty modifier 2) Surrounds self with a coating of fire. Any opponent that makes contact with her with thier own body is burned. Only lasts one turn. Can only be used twice per battle Other: Low self infliction rate because she gains energy from heat and is pretty much immune to her own fires. Will use her own fire powers to cauterize any injury that bleeds too much. Aside from her attacks, she will use her claws a lot. When in her true dragon form, will be relying more on her claws, teeth, and fireblast in typical European dragon fashion. Harder to calm down in this form, and more likely to go on a rampage. Serious injuries usually result in her battle fury coming out. Stats for dragon form. Strength: 10/10 Speed: 6/10 Dexterity: 7/10 Stamina: 10/10 Endurance: 9/10 When in true dragon form Fireblast- (cost- 200 Reiki / inflicts 600 if successful- inflicts on self 10 if fails / difficulty modifier 3) Breathes fire at opponents Hells gate -(cost- 400 Reiki / inflicts 800 if successful- inflicts on self 100 if fails / difficulty modifier 5) creates multiple versions of the inferno move to surround opponent
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Posted: Mon Feb 06, 2012 4:01 pm
Username: Otome Picasso Character’s name: Hiromoto Rank:A (85,000-95,000) Strength: 6-10/10 {explained below} Speed: 5-10/10 Dexterity: 6-10/10 Stamina: 5-9/10 Endurance: 10/10 Health: -- Fatigue:-- (can greatly vary in a single battle) Determination: 9/10 Ability:The reason for the fluctuation in Hiromoto’s physical characteristics is because his ability is mainly a physical one, which can give and take during fight to fatigue, bursts of energy (adrenaline), and any other physical element that can effect the levels. By enhancing the muscle's reaction to shift back and forth at high speeds, Hiromoto can create micro vibrations that take the normal range of an attack and augment it exponentially until it reaches a target with enough substance to stop the momentum. In other words, He has the ability to extend the attack’s reach through amplifying ‘ghosts’ of whatever weapon he uses, whether it be his hand-to-hand or an actual weapon of some sort. But the bigger the object, the more power he can wield through it’s size and weight. These attacks can be used interchangeably for both offense or defense. Other Facts: -Even though Hiromoto is primly a swordsman, Hiromoto’s fighting style depends a lot on his delivered strikes and weapons, so his approaches can change drastically depending. -The attacks can be complex strikes to a single blow, but the simpler the attack, the faster the power and speed is amplified, leaving a shorter margin of reaction time for the opponent. -The manner of strike in amplified mode will depend on the weapon itself, : If it’s a sharp weapon; it will slice in it’s amplified mode. If it is a blunt object or appendage strike, it will be blunt. Simply put, the amplified version with collide as if directly being struck with the weapon Possible Weapons/ Pairings: Double Katana-Two long sword, one in each hand Katana/dagger- One Katana and one dagger Nodachi- a high-speed medium-damage weapon with the longest reach of any close range weapon; extended Katana and handle Kusari Fundo/ Kusari Gama (chain+ weight/ sickle)- Extended Chain with a 20lb weight or a sickle for long range, max 20 yds Sword/ weight& chain-(no image) This is a weapon that is usually used in multi-faceted attacks. A small weight and chain are wielded to the blade within the handle, released with only a twist of the bottom to drop the weight and chain out for long range attacks. Chigiriki - Staff & Weighted Chain Hammers- Using the destructive weight and force, this can cause high damage blows when used in the hands of Hiromoto; can be one or two, but each will be a size that stays relatively realistic to Hiromoto’s size and ability to swing normally. Broadsword- {Pictured} (( Hiromoto likes his weapons, so There are a lot to choose from, but his will probably pick 2-3 for a fight to arm himself with.)) Signiture attacks:Amplified strike- 'the creation of micro vibrations that take the normal range of an attack and augment it exponentially until it reaches a target with enough substance to stop the momentum;' Can be applied to any weapon or object. Common items used in Amplified strike: (this can give or take depending on the way the weapon is used; if it says ‘max‘ that is the maximum amount of damage that can be given through a single strike. A multitude of swings means less damage but can add up to be greater than the max if all swings hit their target) Katana-(Costs 200RMax./ Inflicts - 400 R/ if fails-100 R. /Difficulty Rating 5) Dagger- (Costs - 45R./ Inflicts 150R./ If fails - 25R/ Difficulty Rating 3) Nodachi- (Costs - 350R.Max/Inflicts 600R Max./ If fails -200R./Difficulty Rating 6) Kusari Fundo-[[chain+ weight]](costs 50R./Inflicts 175R. /If fails 20R/Difficulty Rating 3) Kusari Gama-[[Chain+sickle]](costs 30 R. Inflicts 120R. /If fails 10R/Difficulty Rating 2) Sword/ weight& chain-Sword (costs 450RMax./Inflicts 700RMax./If fails 225R.Difficulty Rating 6); Chain (costs 100/ Inflicts 250 R./ If Fails 75 R. Difficulty Rating 2) Chigiriki - Staff & Weighted Chain (costs 100 R./ Inflicts up to 300R./If fails - 50R./Difficulty Rating 2) Hammers- (Costs 200 per hammer/ Inflicts 700-900 R.Max/ If fails - 100R.Difficulty Rating 6) Broadsword- ( Costs 600R max/ Inflicts 1000-1200R.max/ If fails - 400R./Difficulty Rating 7) Special Attack:Falcoooon punch!- giving a direct punch to the opponent, Hiromoto's application of his physical ability initiates quickly, immediately before the point of impact, and magnifies within the short span of time until the person's body separates, which will leave a unsettling aftershock once the opponent's body realizes the absorption of the high-watt attack. This also applies to any other direct attacks given through hand-to-hand. Delivered by arm (Cost - 150 R. per punch/ Inflicts - 600R. per punch/ If fails- 100R. for use of energy/ Difficulty Rating 3) Delivered by kick (Cost -300 R. per kick/ Inflicts - 700R. Per kick/ If fails - 250 R. for use of energy/ Difficulty Rating 5) Delivered through a headbutt (Costs 150 R./ Inflicts - 400R. + dizziness/ If fails- 75R./Difficulty Rating 2) Berserker Barrage- this is a high-powered version of the simple punch or kick, consisting of many rapid blows and the engagement of Hiromoto’s entire body in the attack, causing major damage opposed to the engagement of a single limb. The air around his will begin to heat up, creating a glowing aura around the demon, and tension will become apparent in all of Hiromoto’s muscles. [Cost- 1500 per post/ Inflicted 3000R/ If fails 800/ Difficulty Rating 8] Defense:Minor attack absorption- With Hiromoto's body able to create these waves of magnifying energy, It can take some of the edge out of an attack to some extent as well, after building an immunity to the damaging effects of the micro vibration on his muscles. If an attack is in direct contact to Hiromoto‘s body,(including weapons and appendages) there will be a recoil of energy transferred in return, (this will be the ‘edge‘ that is taken out. It has to go somewhere; so it is transferred back) (Costs- up to 200 Reiki max per use/ Inflicts *see below*/ ios *see below*) {In general, substract 100 Reiki from the opponents attack cost for EVERY 50 Reiki subtracted from Hiromoto‘s health.}{If a direct attack, subtract the 1/3 of opponent’s attack directly from opponent‘s heath, and the opponent’s attack remains at full power to Hiromoto‘s health}
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Posted: Mon Feb 06, 2012 9:41 pm
Username: GrandAkumaShogun Character's name: Takeichi Rank: S class 145,550 Strength: 7/10 Speed: 10/10 Dexterity: 9/10 Stamina: 8/10 Endurance: 10/10 Health: -- Fatigue: -- (initial ) Determination: 10/10 Ability: Takeichi has a unique trait in that unlike with most fighters where rage makes them begin to lose their edge, Takeichi actually gets increasingly more focused and dangerous as his rage takes over. As his anger begins to grow, Takeichi slowly becomes faster and more focused in his attacks though he begins to throw away any sense of defense. Also like all raven demons he can sprout a pair of black wings but only does so when faced with an attack that he cannot dodge with his speed. Initial weapon: Talon of Rage - A demonic katana that Takeichi can channel his spirit energy into to cause the area around a wound caused to slowly erode for several seconds, causing great pain to the opponent. Initial armor: Silver pants and shirt with armor that resembles a mix of European plate armor and the yoroi armor of samurai. This armor has body armor with a silver front with his clan symbol and black sides and back, black arm covers that provide strong protection while still allowing for flexibility, black gauntlets and gloves, lower guards with silver for the frontal plate and black for the others, and black armor covering the front of his upper legs along with black shin guards. Over his chest armor he wears a silver, sleevless vest with lavender collar, lining, and curved designs resembling wings on the back with the end of the vest dividing into six trails that curve upward. Attack list: Condemnation – cost 1,000 // causes 2,000 damage if hits // -500 recoil // Difficulty Modifier: 4 A technique in which Takeichi does a powerful upward slash to knock the opponent skyward, often with him leaping after them to continue his assualt. Lamentation – cost 1,500 // causes 3,000 damage if hits // -750 recoil // Difficulty Modifier: 4 Moves with high speed to slice at his opponent, focusing on either the midsection or the neck. Vexation - cost 2,000 // causes 4,000 damage if hits // -1,000 recoil // Difficulty Modifier: 5 Tightening his focus, Takeichi does numerous high speed slashes at a speed where it looks like he had only struck once to the untrained eye, usually taking a second before the slashes appear. Depression – cost 1,250 // causes 2,500 damage if hits // -625 recoil // Difficulty Modifier: 5 Takeichi slumps down, swaying in place before seemingly vanishing from sight though those with well trained eyes will see he had moved at high speed, going in a circle around his initial position, going for a powerful slash. Those within four feet of his initial position are most at risk in this attack with those standing a little beyond this still at risk of getting hit by a sharp blade of wind from his speed. He then returns to view back in his initial position, crouched down. Special: Execution – cost 4,000 // causes 8,000 damage if hits // -2,000 recoil Time to take effect 2 turns. // Difficulty Modifier: 7 Charges up his demonic power before unleashing a large column of dark energy in front of him. Reverence – cost 8,000 // causes 16,000 damage if hits // -4,000 recoil Time to take effect, 4 turns to get to full speed. // Difficulty Modifier: 6 Takeichi unleashes all of his rage, his face and body becoming obscured by darkness with only his gleaming red eyes visible. He starts off in a slumped walk, leaving small wisps of his Spirit Energy with each step before picking up speed, clenching his sword in his teeth as he dashes at his opponent, aiming for their neck with his sword. Frenzied Nerves - cost 10,000 to activate// Does not do damage in itself, rather doubling the damage and recoil of his other techniques.// Time to take effect, 2 turns for his nerves to become fully stimulated. // Difficulty Modifier: 1 A unique ability that, according to Takeichi, was obtained due to his hate towards Raizen after his master's death keeping his brain awake even when he was asleep. This led his brain to stimulate his nerves, making them thicker and with years of this he can detect the electrical impulses in his nerves. When using this ability, the nerves throughout his entire body bulge, creating a branching, veinous network of ridges on his skin which looks similar to swollen blood vessels. This ability causes him to become super sensitive to everything around him. In this state, Takeichi's senses, speed, and reaction time are dramatically increased, enabling him to immediately react to attacks before they are performed. He deems this to be his strongest ability even above Reverence as well as his last resort. However this technique is a very dangerous double edged sword, as his increased nerves bring a greater reaction to pain thus lowering his defense greatly and his enhanced senses can be used against him. In short, this technique provides a tremendous boost to his offense at a tremendous cost to his defense.
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Posted: Mon Feb 13, 2012 7:21 am
 Username: Amena-san
Character's name: Sen Moragami Rank: D /Human with hight spiritual awareness. Former Shrine Maiden. Reiki: 9.500 Height (without armor):156 cm. Weight (without armor):48.6 kg
Type of combat: Sen's knowledge in sciences and occult have lead her to develop a number of skills which combine those two fields. She uses her spiritual power to manipulate her personal electrical energy as well as the one in the nearby surroundings. She can't manipulate the energy to pass trough objects yet,so there is the need of direct contact with her adversary in order for the technique to work. Her powers are under development. Her combat style is for now based on endurance and fighting back at the right moment. She's strategic and calculates her moves attentively.
Strength: 6/10 Speed: 6/10 Dexterity: 8/10 Stamina: 6/10 Endurance: 8/10 Health: 100%(initial)/ >20%(when fighting with Oni)/ 93% (after fight and Angel's rejuvenating ) Fatigue: 90% Determination: 50% (her current determination of winning the tournament is low. Has more interest in exploring Makai and getting to know more demons. Wants to watch matches.)
Moves: 4 normal /2 special
Normal:
* Siege Claw: (cost- 150 Reiki / inflicts 300 if successful- inflicts on self 75 if fails- Difficulty Modifier: 5 ) Creates claws of spiritual energy used when attacking for more damage. May be combined with electrical fields. Martial Art/spiritual/electrical/ style attack.
* Shock wave Bomb: (cost- 200 R. /inflicts 500 if successful / ios. 100 if fails - Difficulty Modifier:6 ) Uses spiritual energy to create a bomb like orb that explodes when in contact with the opponent. Has a greater infliction due to the 'spirit conflict phenomenon' - This attack is designated to damage the opponent's spiritual power rather then body,by sending waves of foreign spiritual power to the opponent's body. The opponent's spiritual power will instantly react like an "antibody",causing a powerful explosion in order to wield out the unknown spiritual power. This also disables the opponent's spiritual attacks for 1 turn. (May be only used once per match due to high risk) Martial Art/spiritua; style Attack.
*Evade : (cost 60 R. / inflicts 80 r./ ios 30 R- Difficulty modifier: 3 ) - A relatively powerful blow that pushes both combatants at a fair distance from one another. May escape from attack.
*Target Slam: (cost 75 R./ inflicts 150 R /ios 30 if fails- Difficulty modifier: 6 )- Catches the opponent by surprise and uses spiritual energy to add more strength and speed to the user. Slams opponent to the ground. May use small amounts of electricity to paralize her opponent before the attack. Martial Art /electric/Style Attack.
Special: * 3 Gate seal: ( cost 300 Reiki/ inflicts 800 if successful - inflicts 150 on self if fails- Difficulty modifier: 7 )- Time to take effect: 3 turns. Instant effect after 3 rounds.Effect Duration: 1 turn. (under development- consequences yet unknown) *Virtual Death: ( cost- Takes away all the Reiki of the user,leaving only 10 points left./ inflicts. 0. /inflicts 100 on self if fails-instant lose.- Difficulty modifier: 8 )- Time to take effect: instantly. Effect duration: 5 turns. In exchange for almost all of the user's remaining Reiki (leaving only 10 R) A powerful stun attack is released ,causing the opponent to become unable to move in any way for the next 30 minutes. For this attack to be successful, direct contact to the opponent's skin is needed. - May take place only during the 10th turn.
----------------------------------------------------------------------------------------------- Gear/armor : Ancient Toyama Sword ( taken from the temple)- hit+30%/ resistance: 100% .Weight: 1.5 kg. Moragami Setsuo's* Armor (belonged to her family for 9 generations) : Defense- +60% / Resistance: 80% / Weight: 7kg Protects upper body. Front/back/neck. Moragami Setsuo's Helmet : Defense +50%/ Resistance: 70% / Weight: 0.8 kg. Separate arm/shoulder/knee protectors. Defense+50% /Weight. 1 kg. each.
*(Moragami Setsuo.(1577-1615) -Commander of troops working under shogun Tokugawa Hidetada . Killed during fall of Osaka castle.)
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Enigma Zariine Vice Captain
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Posted: Mon Feb 13, 2012 9:24 am
 Username: Enigma Zariine Character's name: Mukuro Rank: S+ – 160,000 Strength: 9/10 Speed: 10/10 Dexterity: 9/10 Stamina: 9/10 Endurance: 10/10 Health: -- Fatigue: -- (Initial) Determination: 5/10 (8/10 if fighting Hiei) Attacks: ((So far...))Normal attacks: Energy Punch:(Costs 400 youki - inflicts 2000 if successful - inflicts 350 on self if fails - difficulty 4) This is the one that's remote bursts of energy, kind of like a firework. It starts from her fist and then goes as a small condensed orb until it hits something and explodes. Piercing Beam:(Costs 1000 youki - inflicts 3500 if successful - inflicts 1000 on self if fails - difficulty 4) Remember when Mukuro punched Hiei through a wall/into a mountain? Yeah, that's this attack. Can't use this attack two turns in a row, as it always causes massive amounts of knockback. (Room for growth) Special attacks: Dimension Cutter: ((Jokingly called “Breaking the Fourth Wall”))(Costs 5000 youki - inflicts 15000 if successful - inflicts 2500 on self if fails - difficulty 6) This is that attack that cuts through the third dimension. Mukuro needs to stay within a 10 foot radius of where she was when she makes her first "cut" if she wishes to make successive cuts. This can be used up to five times in a row without cooldown, but once she switches to another attack she can't use this one for three of her turns. If 1-4 were "cast", she can continue to use other youki-based attacks during this three-turn period. If five were cast, she cannot. You don't want to get hit by this, it'll hurt. Dimensional Forcefield:(Costs ** youki - inflicts 30000 if you run into it - inflicts 30000 on self if Mukuro runs into it - difficulty 1) (Still need an official ruling on what this counts as.) You don't want to touch this thing. Mukuro doesn't want to touch this thing. This is the end result of 5 successful Dimension Cutters (making it an effective difficulty 30). It will last two turns, in which Mukuro will refrain from doing anything but trying to knock you into it. After that, the third dimension heals itself and she has to cut through it again. Telekinesis:(Costs variable youki - inflicts variable if successful - inflicts 2000 on self if fails - difficulty variable) The cost of this attack follows the formula of 1Y per pound of the item she's trying to move. For example, a 100lb. rock would cost 100 youki to move. If it's boulder-shaped, the damage ratio is 1:1 (ie the 100lb. rock would deal 100 damage). If it has jagged edges, the damage ratio is 1:1.5 (ie the 100lb. pointy rock would deal 150 damage). She generally refrains from using this technique, as the cost for failure is high and she really hates the headache afterwards if things didn't work right. But it's a thing she can do if she needs to. The difficulty modifier is the number of digits in the weight of whatever she's trying to lift (1 for 1, 2 for 10, 3 for 100, etc.) Brooklyn Rage: ((I really need a better name for this, please PM me with suggestions.))(Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails) Mukuro's strength in battle has long been connected to the level of rage or hatred she's feeling. This "attack" is really a meter to measure her rage level, and alter her stats accordingly. 1/10 is half damage, 5/10 is normal (listed) damage, and 10/10 is double damage. She starts the first battle at 5/10 (this meter will be kept at the bottom of all of her posts from an event yet to happen onwards). If there are nice numbers for the rest of the meter, there may be additional modifiers, but these are the starting ones for now because it's 2:30 in the morning when I'm coding this and I'm tired and can't think straight. (Room for growth) (Room for growth) (Room for growth) Other: Telepathy: Mukuro has the ability to both read a person's mind and send messages telepathically. There are at least two canon examples of this, though for the purposes of the roleplay she can only actively read the minds of those she's touching. She can send messages to anyone at any time, and can have mental conversations with anyone else with the "Telepathy" ability. (Cost: N/A) Mukuro wears no armor and uses no weapons but her fists (while she’s capable of using a sword, she generally prefers not to).  Username: Enigma Zariine Character's name: Shadow Rank: A – 75,000+550, total 75,550 Strength: 6/10 Speed: 8/10 Dexterity: 9/10 Stamina: 4/10 Endurance: 5/10 Health: -- Fatigue: -- (Initial) Determination: 7/10 (2/10 if fighting Mukuro) Normal: Leviathan - (Costs 800 youki - inflicts 1600 if successful - inflicts 400 on self if fails - difficulty 5) Chrome coats his trident in a layer of aura, extending its range by a foot and drastically increasing its damage. Dance Like No One's Watching - (Costs 50 youki - inflicts 0 if successful - inflicts 25 on self if fails - difficulty 3) Get-out-of-the-way move. Damage of original attack halved if fails. Can only be used twice per battle, exception is a single additional use to avoid own danmaku from And Then There Will Be None. ??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)Special: Song Magic - (Costs 100 youki per turn - inflicts ?? if successful - inflicts 1000 and causes panic on self if fails - difficulty 2) The key to Chrome's battle style. Every match must be started with this move. If it fails, he must use it on the second round, but it will be twice as difficult to pull off (difficulty 5 on second attempt). If he fails a second time, he suffers a mental breakdown and is either incapacitated (roll below 6) or Curse activates (roll 6 or above). This lasts the entire battle, and the song chosen denotes how he'll fight, and the additional effects of Crescendo. Crescendo - (Costs 400 youki - inflicts ?? if successful - inflicts 3000 on self if fails - difficulty ??) Cannot be activated in post 15. Chrome must stand still and essentially meditate during the post this is used in. Can only be used once; this rule is non-negotiable. Before each match, a post will be made about Crescendo's song-specific effects; it can be anywhere from healing to increasing damage of the single following attack to boosting a single stat for the rest of the match. Difficulty 1 unless interrupted. Midnight Chorus Master - (Costs 2000 youki - inflicts 0 if successful - inflicts 500 on self if fails - difficulty 6) Shadow (the element, not the character >>) encases all but a five foot radius around opponent. Chrome can navigate his own shadow world without needing to directly see. This does no direct damage, but increases the difficulty of opponent's attacks and decreases the difficulty of Chrome's attacks by 1. Lasts 3 turns, but takes 1 turn to charge. ??? Curse - (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails) ((Irrelevant for first battle, stat last.))And Then There Will Be None - (Costs 4000 youki - inflicts 8000 if successful - inflicts 2000 on self if fails - difficulty 6) Another attack borrowed from Flandre Scarlet's spell cards, though it really acts more like Cranberry Trap. Lasts two turns. Can't use any other specials while this is going on; this includes Leviathan. Can only be used after Crescendo has gone off successfully. This attack creates four outposty things that release and fill the field with things known as "danmaku". Chrome has to stay within a three foot radius of where he initialized the attack, otherwise he has to forgo his turn to dodge his own attack. Other: Telepathy: Can mentally communicate with anyone else with the "Telepathy" ability. Healing: -Sealed-(Other non-combat abilities will be added as they're shown in the RP) Weapons: Trident – While Shadow is comfortable wielding any type of polearm, he tends to use a trident shaped like the one Chrome from Katekyo Hitman Reborn! uses. It, like his Chrome nickname and his clothes, is a running joke. He doesn't wear any armor.  Username: Enigma Zariine Character's name: Tsukiakari no Mizuumi Rank: A – 73,000 Strength: 8/10 Speed: 8/10 Dexterity: 7/10 Stamina: 6/10 Endurance: 7/10 Health: -- Fatigue: -- (Initial) Determination: 6/10 (9/10 if fighting Shadow) I'll add Mizuumi's skills when I have the chance. Normal: ??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)Special: ??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)??? (Costs ?? youki - inflicts ?? if successful - inflicts ?? on self if fails)Other: (Non-combat abilities will be added as shown in RP) Weapons: Katana - What, it's just a katana he made. Big whoop, nothing special. He doesn't wear any armor.
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Posted: Thu Feb 16, 2012 10:47 am
Username: Aicirret Samurai Character's name: Kiyoshi Rank: B//40,000 Strength: 4/10 Speed: 9/10 Dexterity: 9/10 Stamina: 6/10 Endurance: 7/10 Health: -- Fatigue: -- (initial ) Determination: 5/10 he will fight, but he doesn't like hurting people if he can avoid it Neutral: Healing: costs 1-400 depending on severity of wound(i.e. 1 for scratch/bruise and 400 for someone on the brink of death)//no recoil if fails, only energy given to proceed= as it says, he can heal almost any wound as long as the healee is still alive Attacks: Mizu no Wa (Ring of Water): cost 200 per turn, lasts 5 turns or until dispersed//environment change, no spirit damage dealt//-150 recoil if attempt fails//difficulty modifier 7= he summons water to make his own personal pool, whether or not there is an enclosure to do so, that can be about twenty feet tall and 100ft in diameter Mizu no Gyoutou Moji (Water Bullets): cost 90//damage 180//-15 recoil//difficulty modifier 4= summoning water or using water already in the environment, he forms balls about the size of marbles and shoots them in a 180 degree array in front of himself fast and hard enough to break bones Mizu Supairaru(Water Spiral) : cost 400//damage 800//-25 recoil//difficulty modifier 6 = summoning a large amount of water, he shoots it as if it were a cannon at the opponent Jagujī (whirlpool): cost 2 //damage 500//-2(not recoil, just youki used)//difficulty modifier 3= sucking victim into, you guessed it, a whirlpool and forms vacuum pockets to cause multiple cuts to victim. It can only be used with Mizu no Wa
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Posted: Thu Feb 16, 2012 10:49 am
 Username: Aicirret Samurai Character's name: Tatsuya Rank: B+//47,000 Strength: 5/10 Speed: 7/10 Dexterity: 9/10 Stamina: 6/10 Endurance: 7/10 Health: -- Fatigue: -- (initial ) Determination: 10/10 Attacks: Kasai(Fire): costs 40-400 depending on how powerful he wants it//80-800 damage//-20 recoil//difficulty modifier 5= he can make various shapes, either for distraction or to actually attack varying between balls, sparks, flowers, etc. Honoo no Ryuu(Dragon of flames): cost 600//1200 damage//-300 recoil//difficulty modifier 7= think Dragon of the Darkness Flames, except less dangerous and not actually an autonomous being; he just shaped his flames like a dragon to honor his roots. Defense: Honoo no Kabe(Flame wall):cost 150//damage 300 if you run into it and any burns you receive/blocks 700//-75 recoil+amount not blocked//difficulty modifier 6 weapons/armor: a plain white fox mask that filters poisonous air and, obviously, protects his face when needed which he keeps in a pouch on his waist. He also has a dagger hidden on his left arm, hidden under the baggy sleeve.
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Posted: Thu Feb 16, 2012 10:51 am
Username: Aicirret Samurai Character's name: Kazuma Kuwabara Rank: A// 75,000 Strength: 7/10 Speed: 3/10 Dexterity: 8/10 Stamina: 8/10 Endurance: 10/10 Health: -- Fatigue: -- (initial ) Determination: 10/10 Attacks: Spirit Kick- cost 1200// inflicts 2400 damage//- 150 if failed//difficulty modifier 4: just like it sounds, he sends spirit energy into his leg and foot to enhance the muscles to a greater degree to inflict massive damage. Spirit Sword- cost 2(he can hold it for very long periods of time being my justification)//1200 damage//-2(no recoil, just kinda is)//difficult modifier 1 Double Spirit Sword- cost 4//2400 damage// -4(just energy cost since it doesn't recoil)//difficulty modifier 2 Dimensional Sword- cost 20//2700 damage//-20(this is actual recoil reaction)//difficulty modifier 5 Spirit Sword Shards- cost 300//600 damage//-300 if failed(the energy spent is the damage)//difficulty modifier 3
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Posted: Tue Feb 21, 2012 4:05 pm
Username: Sagetim Character Name: James Maxwell Rank esitmation: mid C 18,000
Moves: 1) Stone Shattering Palm Strike- concentrating his reiki into his palm, he thrusts an explosive ball of it into his target. cost: 150. 300 dmg on effective, 75 cost on failure. DM: 5 + (Opponent speed- James' speed (4) )
2) Self Healing: James can heal his own wounds, and even remove diseases from himself, however to do so in any meaningful way in combat it requires that he expend Reiki to accomplish the healing. Follows a similar chart to Kiss it and Make it Better.
3)Spirit Palm Crush- Grasping his opponent in hand, he attempts to compress his reiki around his opponent and crush them, usually attempting to kill them in one blow with this. (as such, it's not that effective against anything higher than low E class) cost: 500. Dmg 1000, cost 250 on ineffective. This move is something he uses to kill minor demons that have made themselves a danger to others, it is not something he uses against anything he might consider people. It's like swatting a mosquito. DM 3 + (Opponent's speed - James' speed (4) )
4) Fighting Style: Movement- James' fighting style, should he ever actually fight, is a combination of martial arts that focus on moving out of the way or avoiding strikes. It involves moving to lessen the impacting force of a blow, manipulating how a blow is taken to lessen it's force, and so on. While he is not very fast compared to others, he is flexible, and very well balanced. Used as a defense against attack. Will not work against opponents who are significantly faster than him. Cost: 5R, Effect: avoid attack, or reduce the damage of a physical attack. At best, it will reduce the damage of a physical attack by 100R. DM: Opponent's Speed - James' Dexterity (7)
5) Throw- Can only be used after he has successfully utilized his fighting style to negate an attack, James utilizes the energy of the blow to hurl his opponent. Unless they can prevent the throw somehow, they will be hurtled an amount of feet equal to their (Strength+ Speed) x a modifier based on their rank. E: x.5, D: x1, C: x1.5 B: x3 A: x6 S: x20
Cost: 10R Damage: 1/4th of the attack that was negated cost on failure: 10R. DM: Opponent's Strength- James' Dexterity
example of effect of throw: If demonbob a punches at him for 80 damage, and he utilizes his movement style to prevent the damage, he could then use throw on his next attack. Demonbob, with a strength of 6 and a speed of 4 and a rank of C would be thrown 15 feet and take 20 damage.
Special moves: 1) none yet
2) none yet
Other/Noncombat techniques:
Revitalizing Massage- Over the course of a 15 minute massage, James infuses his reiki into the person to clear out their soreness and give them a pep up. He can technically do this with as little as a pat on their back, but the massage allows him to spread it out over time and increase the effectiveness. Time Ratio instant 1:1 (as much power as he puts in, they regain) 15 minute massage 1:2 30 minute massage 1:3 Hour Massage 1:5
Disease Clearing Back Rub: Through a manipulation of his reiki and the person whom he is in contact with, James can heal diseases and long term damage (such as smoker's lung). The more complicated the damage, the longer it takes to heal with this method. A small cold could be fixed with a quick pat, while removing TB might take an hour or more. As this is a manipulation of the person's aura and his own, it doesn't cost him reiki unless he is directly supplying them with energy to assist in their recuperation (such as with fixing long term damage)
Kiss it and Make it Better: James has developed his own unique methods of healing wounds, including sending vitalizing reiki into a person through a kiss, a pat, or even holding his hands over the wound. In all cases, it is an instant or very fast healing process that requires the expenditure of Reiki to accomplish. The more serious a wound, the more reiki it takes up (severity determined by size of the wound, rather than complexity of what it is affecting) Severity Chart: small scrape, paper cut, splinter, etc: Negligible small, shallow cut (less than an inch): 2 R 'light wound' small deep cuts, moderately sized shallow cuts, fractures: 10R 'moderate wound' large shallow cuts, medium deep cuts, broken bones: 50R 'heavy wound' mangled limbs, etc: 1000R 'critical wound' massive portions of the body heavily damaged, dying, but not quite dead: 2000R, may require time to rearrange body into proper shape.
Dead: He can't raise the dead, if there are remains, like, mushy pulpy body remains, he could rearrange that into a full corpse for 4000R and it would take 4 hours, but he cannot actually raise the dead. Their ghost could maybe possess the corpse, but...well, that's more koenma's territory.
Strength: 4/10 Speed: 4/10 Dexterity: 7/10 Stamina: 10/10 Endurance: 8/10 Health: Fatigue: (initial) Determination: 2/10? he's not here to fight. 7/10 to prevent someone from dying.
Edited because I realized some of his moves and special moves would not be taking up his combat move slots.
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Posted: Thu Feb 23, 2012 9:40 am
 Username: Zaktaru Character's name: Daniel Cross Rank: B 46,000 Reiki: 48.00 Combat Style: Daniel manifests his spirit energy as corporeal weapons, similar to Kuwabara's Spirit Sword, or Hiei's Sword of the Darkness Flame, but more refined, and in more varied forms. He uses these weapons and a combination of Martial arts and street fighting to bring down most opponents. He relies on three primary forms of attack: Spirit Tonfa, Spirit Chain, and Spirit Edge (Although they all have a reddish tint and are transparent due to being made of Spirit energy) Strength: 8/10 Speed: 7/10 Dexterity: 10/10 Stamina: 9/10 Endurance: 8/10 Health: 100% as of now Fatigue: 100% as of now Initial Determination: 8/10 Move List:Tonfa Stance(Close Range, Within 1-5 feet): - Tonfa Strike: (cost- 35 Reiki(5 per strike) / inflicts 140 if successful- inflicts on self 50 if fails/ DM - 3) A series of 7 rapid strikes with both ends of both tonfas. Martial Arts tech. - Uchi Mata: (cost- 10 R. /inflicts 60 if successful / ios. 25 if fails/ DM - 3) A Judo throw, in which the opponent is flipped over Daniel's shoulder, and upon landing, struck in the stomach with a Straight from above. Martial Arts tech. -Evade: (cost 5 R. / inflicts 0 r./ ios 30 R/ DM - 6) - Carefully practiced foot work allows a chance of dodging several strikes with sways, and leans, reminescent of boxing - Stance Change: (cost 10 R./ inflicts 0 R/ DM -1) - Daniel Uses a small bit of energy to disperse his current weapon and reshape it into a different one. ----------------------------------------------------------------------------------- Chain Stance(Distance, 25m): - Chain Whip: (cost- 40 / inflicts 80 if successful- inflicts on self 30 if fails/ DM - 5) Swings the chain in an attempt to whip/lash his opponent, similar in concept to Kurama's Rose Whip - Snare: (cost- 10 R. /inflicts 40 if successful / ios. 25 if fails/ DM - 6) Daniel uses the chain to wrap around his opponents, usually a foot or an arm - Dodge Roll: (cost 5 R. / inflicts 0 r./ ios 30 R/ DM - 3) - Rolls to the side to avoid a damaging injury - Stance Change: (cost 10 R./ inflicts 0 R/ DM - 1) - Daniel Uses a small bit of energy to disperse his current weapon and reshape it into a different one. ------------------------------------------------------------------------------------------------- Edge Stance Normal(Close range/ within 10-20ft): - Slash: (cost- 60 / inflicts 120 if successful/ inflicts on self 30 if fails/ Dm - 4) A straight forward slash attack, decent range, considering the length of the blade. - Lunge: (cost- 30 R. /inflicts 130(depending on fatigue) if successful / ios. 25 if fails/ DM - cool A fast sprint forward that leads into lunging slash, more powerful when Daniel is less fatgued, uses momentum of sprint to lunge/leap forward with an arching horizontal slash - Evade: (cost 20 R. / inflicts 0 r./ ios 40 R/ Dm - 7) - Faster Footwork than in tonfa stance, Daniel tries to get himself more breathing room, utilizing flips and cartwheels rather than sways and leans - Stance Change: (cost 10 R./ inflicts 0 R/ Dm - 1) - Daniel Uses a small bit of energy to disperse his current weapon and reshape it into a different one. ------------------------------------------------------------------------------------------ Special: - Cypher: ( cost 350 Reiki/ inflicts 800 if successful - inflicts 150 on self if fails/ DM - 9)- Charges for 1 turn. Attacks Instantly. An exponentially more powerful version of lunge, instead of a slash that impacts the enemy, Daniel projects his energy as a slicing wave -Valley of Hell: ( cost 700 Reiki/ inflicts. 1200. /inflicts on self 250 if fails/ DM - 9 )- Charges for 3 turns. Unable to use any other attacks while gathering energy for this move but retains normal range of movement(ie. Running, jumping, rolling). Attacks Instantly. Daniel slams his hand into the ground channeling a large amount of spirit energy, causing several of the spirit chains to erupt in a small cluster around him, possibly skewering nearby opponents. Slight possibility of backfire when under stress.
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Posted: Fri Feb 24, 2012 4:12 pm
Username: IshidaMaeda Character's name: Chū Rank: S Rank - 121,600 Strength: 8/10 Speed: 5/10 Dexterity: 6/10 Stamina: 10/10 Endurance: 9/10 Health: -- Fatigue: -- Determination: 10/10
Fighting Style: Drunken Fist or Sui Ken A type of fighting style where your skill in hand-to-hand combat actually increases with the more alcohol you drink. This is due to the fact that the more drunk the fighter is, the more unpredictable his movements and attacks become, making him a deadly opponent. After drinking Ogre Killer the most potent sake in the Demon Realm, Chū's skin darkens and his hair turns purple, a likely sign of increased power. While Chū is in this powered-up state, his aura eclipses the stadium and Hiei comments that alcohol can be seen mixed in with his demon energy.
Signature Moves: Ogre Killer: Stats coming soon Ogre Boulder: Stats coming soon
Other: Chū is capable of forming a barrier with his energy and is also capable of limited levitation using his energy.
Prefers Knife Edge Death Matches and Hand-to-Hand Combat.
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