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- Group 2:
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- 1. Rolan Galonodel (deals great damage to bleeding targets)
- HP: 35
- MP: 40
- TP: 40
- Passives:
- Thrill of the hunt - If an opponent is effected with bleeding, you will hit them for great damage with your arrows.
- Archery - May only attack from long-ranged and has a limited amount of arrows.
- Horseback - You ride on your trusty steed, and will always have the chance to attack first.
- Actives:
- Short bow - Hit the enemy for base ATK. Costs 0 TP.
- Thunder-infused bow - Hit the enemy with a thunder element. Has a chance to paralyze. Costs 10 MP.
- Fire-infused bow - Hit the enemy with a fire element. Has a chance to cause burning effect. Costs 10 MP.
- Ice javelin - Congregate an ice javelin and throw it at your opponent. Has a chance to immobilize. Costs 15 MP.
- Arrow rain - Shoot multiple arrows at multiple targets. Can cause bleeding for two turns. Costs 30 TP.
- Precision arrow - Shoot an enemy with a precise arrow for critical damage (roll two dice instead of one). Costs 10 TP.
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- 2. Mikan Tsumiki (heals, does bleeding damage)
- HP: 45
- MP: 0
- TP: 75
- Passives:
- None
- Actives:
- Hit!!! - Hit the opponent, or something. Costs 0 TP.
- Heal!!! - Heal you or another member for 5 HP. Costs 15 TP.
- Heal everyone!!! - Heal everyone for 10 HP. Costs 20 TP.
- Revive!! - Revive a Knocked Out party member (party member will revive with 10 HP). Costs 30 TP.
- Stab!! - Stab the opponent, with a chance to cause bleeding. Costs 5 TP.
- Cure!! - Negate a debuff from you or a party member. Costs 20 TP.
- Cure all!!! - Negate a debuff from all party members. Costs 45 TP.
- Items:
- Gauze (x5) - Will negate the effect of bleeding on you or another member.
- Syringe (x8) - Recovers 10 TP.
- Antidote (x10) - Negates the effect of poison.
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- 3. Maeve Red(dodger, damage buff)
- HP: 20
- MP: 0
- TP: 50
- Passives:
- Athlete - Your body is well-trained and your overall agility is much higher than others. You have a more likely chance to dodge an attack. (Monsters will not be allowed to roll two dice for a critical on you).
- Nimble - Your base accuracy is much higher than others. You are more likely to hit the enemy and the enemy is less likely to dodge your attacks.
- Not too tough - However, you will only roll one dice for damage, and will never land a critical.
- Actives (Short-ranged):
- Sportsmanship - Buff you or another party member and increase their ATK. (In this case, they will roll higher numbers instead of lower ones.) This buff will deactivate once you or a party member use their attack. Costs 5 TP.
- Home-run!! - Attack a monster. Has a 25% chance to double attack. Costs 15 TP.
- Fisticuffs - Attack with your fists. Has no other effects.
- Items:
- Throwing knives (x8) - Staggers your opponent and has a chance to cause bleeding. They will lose 5 health over time.
- Smoke ball(s) (x10) - Lowers your opponent's accuracy for one turn.
- Stun grenade (x5) - If successful, it will stun the enemy for one turn, leaving them unable to attack.
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- 4. Gravedigger (deals great damage, could tank with higher hp due to self heal and damage debuff)
- HP: 12
- MP: 100
- TP: 0
- Passives:
- Slow - You lack agility and will always go last in the turn order. Your overall speed is always much lower than others.
- Meat shield - You take less great damage than others.
- What poison? - Takes 50% less damage from poison.
- Strong body - 20% less chance to be staggered or immobilized.
- Actives:
- Shovel slam -Raises the shovel and hits the enemy pushing the enemy backwards. Hits for great damage. Costs 20 MP.
- Shovel hit - Hit a single enemy for base ATK. Costs 0 MP.
- Poison spit - Spits on the enemy which deals poison damage for 3 turns for 10 HP. Does not stack. Costs 15 MP.
- Shovel swing - Hit multiple enemies for base ATK. Has a 30% chance for great damage. Costs 25 MP.
- Sacrifice: Self-heal and Buff yourself for 3 turns by preying on the dead (allies or enemies). Heals 3 HP per turn and allows you to roll two dice instead of one for 3 turns. Costs 45 MP.
- Wall of Skulls - Create a defensive wall between you and your enemies, lowering the damage dealt against you. Does not stack, but you are allowed to create more than one. Costs 30 MP.
- Teleport - Teleport between the wall of skulls. Costs 50 MP.
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- 5. Tsugumi(high damage, can be buffed, immobolizes the target)
- HP: 15
- MP: 0
- TP: 55
- Passives:
- Superhuman Strength - Your base ATK is higher than others and you will always roll high numbers.
- Actives:
- Rocket launcher - Shoot a rocket launcher at your opponent. Has an Area of Effect and will also damage any surrounding opponents. Costs 35 TP.
- Dual-wielding pistols - Attack the enemy with a barrage of bullets. Does base ATK. Costs 0 TP.
- AK-47 - Will act as three turns instead of one. Does base ATK (no chance for a critical). Costs 25 TP.
- Sniper rifle - Attack the enemy from long-range, keeping you safe from a counter-attack. Costs 10 TP.
- Headbutt!! - Throw your body mass at an opponent and headbutt them with great force. This will inflict x2 critical but will immobilize you for 3 turns. Costs 50 TP.
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- 6. Giantdad (immobolize, great damage)
- HP: 20
- MP: 30
- TP: 20
- Passives:
- I eat scrubs for breakfast - Any monsters or enemies considerably weaker than you will immediately be instilled fear and their defense will be lowered.
- Well-rounded: Your base stats are well-rounded and you do not suffer from any significant flaws in stats.
- Actives:
- Chaos Zweihander - Swing your sword for great damage. Costs 5 TP.
- Fire blast - Shoot a fireball for base ATK. Costs 5 TP.
- Fire wall - Create a fire wall surrounding yourself or your opponent, disallowing them to move or for you to not take physical damage for 2 turns. Costs 10 MP.
- Great Inferno - Charge a powerful fire blast, burning all enemies. Requires 2 turns for charging. Costs 20 MP.
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