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- 1. Wombat (could tank because of self heal and high defense even without a healer)
- HP: 25
- MP: 0
- TP: 45
- Passives:
- Inner zen - You will passively regain 3 HP each turn you choose to not make an action.
- Fortified - Your base defense is higher than others, and you will take less damage.
- Actives:
- Block - Block an oncoming attack with your staff. This will lower the amount of damage you or an ally will take. Costs 5 TP.
- Sweep - Sweep the opponent by the legs and cause them to lose their balance, lowing their defense and accuracy. Does not work on all opponents. Costs 25 TP.
- Pressure points - Attack an opponent in one of their vital areas, negating any buffs cast on them. Costs 30 TP.
- One shot, one kill - Shoot the enemy with your revolver. This will always inflict great damage. Costs 45 TP.
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- 2. Akaem (god like damage, can't be buffed but can use zeref and hibiki's defense debuff)
- HP: 25
- MP: 0
- TP: 200
- Passives:
- Bane of death - Your ATK is VERY VERY high (always roll high numbers) compared to everyone else.
- Bane of oneself - However, you cannot receive any buffs from party members.
- Actives:
- Fatal blow - Roll the dice. If you roll three high numbers, multiply that damage by 2. If you roll low numbers, multiply that damage by 3. Has a chance to miss. Costs 150 TP.
- Cold-blooded killer - Has a chance to one-hit KO an opponent, however has low accuracy, and you will not be allowed to use the skill again for the remainder of the fight. Costs 200 TP.
- Sword dance - Hit multiple enemies for base ATK (this will still be high numbers). Costs 50 TP.
- Reposte - Has a chance to parry an attack, and if successful, will counter the attack and hit for x2 damage. Does not work on projectiles. Costs 60 TP.
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- 3. Zeref (defense debuff)
- HP: 30
- MP: 50
- TP: 0
- Passives:
- Death's touch - Any ally who comes near you while your powers are activated in a 1-2 foot radius will be paralyzed. This effect does not work on monsters.
- Brooding darkness - You have a kinetic ability to tap into dark energy. You regain 5 mp per turn.
- Actives:
- Dark ball - Shoot a concentrated dark magic spell at an enemy. This will instill fear in them and lower their base defense. Costs 25 MP.
- Dark beam - Shoot a dark laser from your hand. This will damage the enemy. Costs 10 MP.
- Death blast - Turn your body into a synthetic dark matter and attack the enemy. Always has a chance to roll a critical (in D&D terms you will roll two dice instead of one) but you will lose 10 HP if used. Costs 50 MP.
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- 4.Mohammed Ali (immobilize, high damage)
- HP: 20
- MP: 0
- TP: 70
- Passives:
- Float like a butterfly, sting like a bee - All your actives will have a chance to roll a critical.
- Swift feet - You are very agile and your base AGI is much higher than others. You are more likely to go first in the turn order.
- Actives:
- Haymaker - Throw a punch to the skull with great force. This has a chance to immobilize the opponent. Costs 20 TP.
- Uppercut - Jab your foe in the jaw. Roll twice for high numbers; Higher numbers will be your damage, however if both numbers are even, add those together for damage. Costs 30 TP.
- Jab - Hit your opponent with a base ATK. Costs 0 TP.
- Backstab - Get behind an opponent and stab them in the back. More effective on humans than monsters. Costs 0 TP.
- Items:
- Twin Short Swords (x2) - Slice your opponent 5 times consecutively. Always roll low numbers but add all numbers for damage.
- Poison blowdart (x8) - Shoot a blowdart at the opponent, poisoning them.
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- 5. Hibiki (defense debuff, healer, stun)
- HP: 20
- MP: 80
- TP: 40
- Passives:
- Tactician - You have great knowledge of the battlefield and you are allowed to use the terrain around you for tactical advantage. You will receive certain buffs depending on what area you are fighting on.
- Leader - Each party member aside you or close to you will receive your tactician buffs.
- Actives:
- Luna - Has a chance to halve the defense of an enemy for 50%. Costs 30 MP.
- Sol - Has a chance to heal half the damage done to an opponent by the same attack. Roll two dice for how much damage is received and how much you will heal for said damage; has a chance to roll high numbers. Costs 40 MP.
- Galeforce - Has a chance to attack again after defeating an enemy, and inflicts wind damage. This effect cannot be duplicated more than once. Costs 25 MP.
- Limit breaker - Increase all base stats (includes HP/MP) by 10. Effect wears off after the battle. Costs 40 TP.
- Weakness point - Attack with your sword for base ATK, with a chance to a cancel an opponent's turn Costs 20 TP.
- Items:
- Bronze sword (x1) - Attack with base ATK. This sword does not run out.
- Thoron (x2) - Attack with a thunder-infused strike, with a chance of causing paralyze to all enemies.
- Arcfire (x5) - Attack with a mystical ball of fire. This will always burn the opponent but will not inflict damage upon them.
- Levin sword (x2) - Will always land critical. Limited use.
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- 6. Rainbow Shirt Morty (portal gun, teleport, hidden areas = more loot)
- HP: 15
- MP: 0
- TP: 50
- Passives:
- Prepubescent rage - You will always have a chance to attack twice in one turn.
- Fragile teenage boy - Your defense is considerably lower than everyone else.
- Actives:
- Portal gun - Shoot a portal. This portal will lead you to an indeterminable location 50% of the time. Costs 25 TP.
- Flurry of hormones - Attack the enemy in a spastic fashion, wailing on them. Costs 0 TP.
- Portal gun black hole - Shoot a portal. The portal will become a black hole and will suck any person or object into it within a 10 foot radius, including you. Costs 50 TP.
- Work, dammit! - Concentrate your prepubescent hormonal rage and hit your portal gun for one turn. Increases the chance to accurately choose the location you wish to go. Costs 10 TP.
- Time paradox - Shoot a portal. If you die, an earlier version of you will reappear from the portal based on the status you had when you died. Costs 20 TP.
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