Johnbobb

Untitled

Oct 11th, 2018
147
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 23.30 KB | None | 0 0
  1. Jhin (League of Legends)
  2. Villainous Male Human
  3. Upkeep: 3/week
  4. Min Bid: ???
  5.  
  6. Jhin is as he is seen in League of Legends and its ancillary materials., with an Infinity Edge, Rapid Firecannon, Essence Reaver, Youmuu's Ghostblade, and Duskblade. He may not use summoner spells.
  7.  
  8. This stage is beneath me, but I will elevate it. (Passive): Jhin prefers to be a solo performer. He will not share any knowledge he gains before battle with his team, though he will still cooperate in the battle itself within normal restrictions.
  9.  
  10. One... (Pre-Battle): Every week, Jhin may mark an enemy target. He will gain all knowledge of that merc's abilities, strengths, and weaknesses.
  11.  
  12. Two... (Trigger): After his team has used two non-trigger, non-Jhin abilities, Jhin will scout his target and their friends, gaining full knowledge of this week's terrain.
  13.  
  14. Three... (Trigger): After the third non-trigger, non-Jhin ability, Jhin will set up six hidden Lotus Traps in strategic locations through the terrain, though not within 10 feet of the enemy's spawn point. Lotus traps function as they do in League of Legends gameplay.
  15.  
  16. FOUR! (Trigger) After the fourth non-trigger, non-Jhin ability, Jhin will find his opportunity and shoot his target with a super-bullet, KOing them.
  17.  
  18. Upgrades
  19.  
  20. Ability upgrade: After FOUR! triggers, Jhin will make sure it's a work of art that everyone will notice. The target cannot be revived, and their body will be reshaped by Jhin's magic into a grisly spectacle with a massive lotus of flesh erupting from it that Jhin places in the center of the terrain. Upon seeing it, each enemy merc has a 50-50 chance of being either terrified or disturbingly fascinated with the "exhibit."
  21.  
  22. New ability
  23. A costume, some makeup... a spray of blood. (Start of Battle): Jhin is patient, waiting for the exact right cue to let his drama begin. Every three weeks, Jhin may come to battle 30 seconds early disguised as a neutral NPC. He may choose when to put on his mask and become a combatant again, though the enemy team might start to suspect him 10 seconds after they see him.
  24.  
  25.  
  26. ----------------------
  27.  
  28. Zidane
  29. 3/week
  30. Heroic Otherworldly Male
  31.  
  32. Zidane appears with the Ultima Weapon and his best non-broken equipment available at the end of FF9. [He cannot enter Trance.] [He has full access to his Trance moveset, but will start with half his normal health.]
  33.  
  34. (Passive) - Did You Know Zidane Can't Trance Because of __________?
  35.  
  36. It turns out, the Trance mechanic really didn't get fleshed out in lore. So unfortunately, Zidane can't enter Trance.
  37.  
  38. (Trigger) - Ye Olde Butt Pinch
  39.  
  40. Once a week, if an ability would render an allied, rosterable female unconscious or otherwise immobilized, Zidane will GO FOR THE GOODS!
  41.  
  42. (Trigger) - Hell hath no fury like a woman sexually assaulted
  43.  
  44. If his previous trigger occured and Zidane is rostered with her, he'll get a hearty slap to the face. A
  45.  
  46. (Passive)
  47.  
  48. Well Actually He Can Trance And it's Because of __________
  49.  
  50. Now he can trance, for arbitrary reasons! yay!
  51.  
  52. UPGRADE
  53.  
  54. Trigger 1a - Zidane had a change of heart and would rather PROTECT GIRLS like his famous skill! Zidane will intercept the first ability targeting a female. Once successful, it will go on cooldown for a week.
  55.  
  56. Trigger 1b - Zidane is going to sexually assault a woman regardless of her mental state. Just as long as she's targeted by an ability, he'll go for the goods.
  57.  
  58. START OF BATTLE - I want To Be a Canary!
  59.  
  60. Zidane, along with a random post rosters enemy mercenary, will be dressed as a canary. Any equipment that would be otherwise there will obviously be beneath the disguise. The enemy mercenary will prioritize in removing the outfit, and upon removal will prioritize Zidane's defeat.
  61.  
  62. -------------------------------------------
  63.  
  64. Ryoma (Fire Emblem Fates)
  65. Upkeep: 3/Week
  66. Heroic Male Human
  67.  
  68. Ryoma is as he appears in the endgame of Fire Emblem Fates: Revelations as a max level Swordmaster. He is equipped with the legendary katana Raijinto, has access to all his skills, and comes into battle with a single use Elixir. He will not attack Corrin under any circumstances, even if they were to be on opposing teams.
  69.  
  70. (Passive) Lobsterhead - Ryoma is immune to any abilities that would remove equipment from him. If targeted by such an ability, the ability will go on a one week recharge.
  71.  
  72. (Start of Battle) Dress Up: Fire Emblem Edition - Once every three weeks, Ryoma will encourage the enemy team to also participate in HONORABLE SAMURAI COMBAT. A post-rosters random enemy will come into battle dressed up in Ryoma's signature armor (helmet included) in the size he typically wears. They will gain a copy of Lobsterhead for the remainder of Wartime.
  73.  
  74. --------
  75.  
  76. Upgrades
  77.  
  78. (SoB Upgrade) Dress Up can alternatively be used on an ally for a two week recharge. They will come equiped with normally fitting Ryoma cosplay as well as a functioning Raijinto.
  79.  
  80. (New On EXP Purchase / Trigger)
  81.  
  82. (New On EXP Purchase) Family Ties - When this ability is unlocked, select a female allied mercenary. Ryoma will fall in love with her, earning an S Support rank with her!
  83.  
  84. (New Trigger) BURNING LOVE! - Ryoma will intercept the first ability that would target his selected ally, nullifying the ability usage and placing it on one week of cooldown. Once triggered, it will go on cooldown for four weeks.
  85.  
  86. ----------------------------------------
  87.  
  88. Rusev (WWE series)
  89. Upkeep: 1/week
  90. Heel Male Human
  91.  
  92. Rusev is as he appears in every game that contains Rusev.
  93.  
  94. (Start of Battle) The Accolade - Once every three days, Rusev may begin the match by holding a pre-selected opponent in The Accolade. Rusev will begin at the opponent's starting position, holding them in the move. If it is Rusev Day, this hold cannot be broken by anyone other than Rusev's target, including assists; Rusev will be completely invincible to harm until the hold is broken.
  95.  
  96. UPGRADES
  97.  
  98. New Peacetime
  99.  
  100. (Peacetime) Happy Rusev Day - Every day, during Peacetime, Rusev may declare that it is Rusev Day. It will be Rusev Day. Happy Rusev Day. This ability is negated if Rusev is KO'd or injured.
  101.  
  102. New Pre-Battle
  103.  
  104. (Pre-Battle) Rusev Putria - During Rusev Day, Rusev may deliver as many Bulplexes to opponents before the match as there have been Rusev Days where Rusev has not used this ability. The Bulplexes deal incurable damage and will have been considered to have taken place when the opponent has the least armor on possible. Rusev may choose which enemies he gives Bulplexes to and how many individual Bulplexes out of his stock they may receive. He may also, optionally, give them Machka Kicks instead.
  105.  
  106. New Start of Battle
  107.  
  108. (Start of Battle) Rusev Machka - Once every four Rusev Days, Rusev may begin the match on top of a T-90 Russian Tank, complete with driver inside. If this is used in mid tier, Rusev will refuse to use the guns on the tank himself or allow his driver to use them, as he prefers to Machka himself. If this is used in low tier, all guns on the tank will be purely decorative.
  109.  
  110. New Trigger
  111.  
  112. (Trigger) Handsome Rusev - If a female mercenary in Rusev's match is hit by an ability on Rusev Day, Rusev will give them a cold fish to make them feel better. No matter what happens, they will be kind to Rusev and gain a Russian accent, considering him a hero beyond all other ability affects. How this affects their performance is up to voter interpretation. They also get to keep the fish. This ability can trigger multiple times.
  113.  
  114. (Cont'd)
  115. ---
  116. http://i.imgur.com/Ao8TMdc.jpg
  117. Doin' Game Design Vids: https://www.youtube.com/channel/UCJr7DrVt9FEQjys6mWP8Y1w
  118. Kamekguy
  119. 04/03/18 11:56:34 AM
  120. 38
  121. New Limited-Use Results Results
  122.  
  123. (Results, Uses: 0) The Twelve Days Of Rusev - Once this ability has been obtained, Rusev will count the amount of times the Rusev Day terrain has been used, the amount of cold fish given, the number of tanks Rusev has ridden by his own ability, the amount of ability-used Accolades he has performed, the number of Bulplexes and Machka Kicks that he has performed through his ability, and the amount of times it has been Rusev Day. What Rusev gains access to depends on the number he comes up with. Happy Rusev Day. This upgrade may be taken multiple times. Rusev may choose an option from lower on the list if he would like. Rusev's counter will reset every time he takes this ability.
  124.  
  125. 0 - 12: Rusev will gain the key to the city. A terrain that he has fought on using Rusev Day will automatically be permanently added as a terrain option for him in its Rusev Day form.
  126.  
  127. 0 - 12: Rusev may choose to be considered any upkeep he would like for ability interaction, so long as it is 5 points or less and it is Rusev Day.
  128.  
  129. 13 - 24: Every Machka Kick Rusev delivers using 'Rusev Putria' will have a 12% chance of instantly KO'ing its target. Every Bulplex Rusev delivers using 'Rusev Putria' will have a 33% chance of stunning the opponent for the first 12 seconds of battle, dizzying them. However, the ability will go on recharge for two Rusev Days if either of these effects occur. This is a permanent upgrade.
  130.  
  131. 25 - 36: If The Accolade is used on Rusev Day, it may instantly KO any mercenary of Rusev's upkeep or lower and negate all abilities used by that target.
  132.  
  133. 37 - 49: Rusev may make his abilities other than declaring it to be Rusev Day unable to be negated. Even if Rusev is KO'd, if he declared the ability beforehand, it will still happen.
  134.  
  135. 50+: Rusev may deliver a Machka Kick to every mercenary in the game that is not on his team. This has a 12% chance of KO'ing them, making them unable to be purchased during the next Peacetime by teams other than Rusev's if they are not part of any team. Rusev may choose an upgrade lower on the list in addition to this one if this option is chosen.
  136.  
  137. Terrain
  138.  
  139. Rusev Day - Rusev may choose any rostered opponent's terrain as if they were his own. The terrain will be exactly the same, except the Bulgarian flag will be hung everywhere. This terrain can only be chosen on Rusev Day. This choice will be made within six hours of the terrain bid being finalized, or it will be randomized.
  140.  
  141. --------------------------------------------
  142.  
  143. Juan Aguacate (Guacamelee) - 3 upkeep
  144.  
  145. Juan Aguacate as seen in Guacamelee, with all abilities except dimension shift. He starts with a full Intenso gauge.
  146.  
  147. Intenso!!! (Pre-Battle) - 3 cooldown. Juan can grant the Intenso ability to a friendly ally. If Juan is rostered, the ally starts with a full Intenso gauge.
  148.  
  149. Upgrade -
  150.  
  151. The Land of the Dead (Start of Battle) Cooldown 4-5. The Land of the Dead creates portals across the land that go into and out of the Land of the Dead. Mercs can not effect mercs on different planes, but can see where they are as in game. Juan gains the ability of dimension shift for this week.
  152.  
  153. Punching up (Passive or trigger, 2 weeks) - Juan is not one to just take battle lying down, if rostered in mid or high, he gets additional bonuses as follows.
  154.  
  155. Mid - Juan gets Tostada as a free assist. Tostada as seen in Guacamelee with all abilities except dimension shift. She starts with a full Intenso gauge, and is effected by all pre-battle & start of battle positive abilities Juan is.
  156.  
  157. High - Juan and Tostada have infinite Intenso!
  158.  
  159. ------------------------------------
  160.  
  161. Lady Maria (Bloodborne)
  162. Neutral Female Undead
  163. Upkeep: 3/week
  164. Min Bid: X GP
  165.  
  166. Lady Maria is as she appears in phase 3 (Fireblood) of her boss fight in Bloodborne, though she starts with full health. She may transition between her weapon styles freely and is considered to have unlimited quicksilver bullets.
  167.  
  168. A corpse... should be left well alone. (Passive): The dead are not meant to give up their secrets. During wartime, no abilities from either team in your match can interact with KO'd characters in any way; any that attempt to do so are cancelled and placed on one week of cooldown.
  169.  
  170. Only an honest death will cure you now. Liberate you from your wild curiosity. (Pre-Battle, 4 weeks CD) Maria will not let anyone delve deeper into the secrets at the heart of the nightmare, lest they suffer the same fate as her. Once every five weeks, Maria may target a Merc with an ability that can provide its team extra knowledge they would otherwise not have (of another character, the terrain, a different fighting style, etc.) and KO that Merc. If that merc had used its ability to provide extra knowledge, it is cancelled and put on 1 week of cooldown, retroactively if needed.
  171.  
  172. UPGRADES:
  173.  
  174. (Character Upgrade: 15 EXP)
  175. Lady Maria now begins the fight with 50% more HP.
  176.  
  177. (Ability Upgrade: 20 EXP)
  178. During Peacetime each week, you may choose to deactivate "A corpse... should we left well alone." If you do not choose in a given week, it will default to being activated.
  179.  
  180. (New Ability: 20 EXP)
  181. The Doll (Results, 1 week CD): For comfort from his sorrow, Gehrman made a utility doll that resembles Maria... and now it has wandered to your team. Once every other week, you may have a merc you rostered in this week's match convert their "blood echoes" into EXP -- 5 extra EXP on a loss, 10 on a win.
  182.  
  183. Terrain: The Astral Clocktower The highest chamber of a massive clocktower looming over the Hunter's Nightmare where Maria's boss fight occurs. Attackers start at the door with the Nightmare Gate; defenders start at Maria's chair. Access outside the room or to anywhere else in the Hunter's Nightmare is forbidden.
  184.  
  185. -----------------------------------
  186.  
  187. Gehrman, the First Hunter
  188. Neutral Male Human
  189. Upkeep: 4/wk
  190. Min bid: X GP
  191.  
  192. Gehrman, the First Hunter is as he appears in the second phase of his boss fight, fully empowered by the Moon Presence. He begins with full HP. may transition between weapon style freely, and has access to unlimited quicksilver bullets.
  193.  
  194. Now, I will show you mercy. (Pre-Battle, Recharge 3): Once every four weeks, Gehrman may offer to KO a target enemy Merc. If the enemy leader accepts, that Merc is KO'd and cannot be revived by any means. However, its time spent outside the Hunter's Dream gives it new insight; it can gain EXP this week as though it weren't KO'd, and it will gain 5 additional EXP to use for itself in Results.
  195.  
  196. It always comes down to the hunter's helper to clean up after these sorts of messes. (Trigger): If the targeted Merc refuses to be KO'd, Gehrman will intervene more directly. He may be rostered without taking any slots this week, and if the targeted Merc is also rostered, he will prioritize defeating that Merc first, though he will still defend himself as needed.
  197.  
  198. UPGRADES:
  199.  
  200. Character Upgrade (15 EXP):
  201. Gehrman knows how to spill the blood of any man or beast before him. In combat, Gehrman will deal double damage to rostered Human and Beast mercs.
  202.  
  203. New ability: (25 EXP)
  204. Tonight, Gehrman joins the hunt. (Trigger, Recharge 4): Gehrman still hasn't lost his hunter's touch, even after all these years. After rosters are revealed, if your opponent has rostered a Beast of greater upkeep than Gehrman and Gehrman is not already rostered, Gehrman will join your roster as an assist to one of your Mercs this week chosen at random. Then this ability will go on 4 weeks of cooldown.
  205.  
  206. -------------------------------------
  207.  
  208. Ludwig the Accursed
  209. Villainous/Neutral Male Beast
  210. Upkeep: 3/wk
  211. Min Bid: X GP
  212.  
  213. Ludwig the Accursed is as he is seen in his boss fight in Bloodborne: The Old Hunters. As the Accursed, he will not coordinate with his team but instead act in his bestial nature; however, he will not attack them. Once Ludwig is reduced to 50% HP, he will fall and become invulnerable for 3 seconds. After that, he will wield the Holy Moonlight Sword and fight as Ludwig, the Holy Blade for the rest of the fight, with all his lucidity restored.
  214.  
  215. Good hunter, have you seen the thread of light? (Passive): Ludwig is considered to be lucid during his team's pre-battle plan.
  216.  
  217. My true mentor... my guiding moonlight. (Pre-Battle, Recharge 3): Once every four weeks, Ludwig may give his Holy Moonlight Sword to another friendly target merc. If he does and is rostered this week, he will be in Accursed form for the entire fight and will not fall at 50% HP nor become invulnerable. The sword will become an appropriate size for its new wielder.
  218.  
  219. UPGRADES:
  220.  
  221. New ability: 20 EXP
  222.  
  223. Ah, you were at my side all along. (Start of Battle, Recharge 2): Sometimes, a little serendipity as all you need to remember who you are. Once every three weeks, Ludwig's team can share in this revelation and nullify any mind-affecting abilities that would apply to them this week. If Ludwig uses this ability, he will be in Holy Blade form for the entire fight and will not fall at 50% HP nor become invulnerable.
  224.  
  225. Character Upgrade: 15 EXP
  226. Even in his Accursed form, Ludwig will now be able to coordinate with his team, though he won't be able to speak.
  227.  
  228. Ability Upgrade: 15 EXP
  229. Reduce the cooldown of "My true mentor..." by one week.
  230.  
  231. -------------------------------------------
  232.  
  233. Eric Sparrow
  234. Villainous Male Human
  235. Upkeep: 1/week
  236. Min Bid: 36 GP
  237.  
  238. Eric Sparrow is as he appears in Tony Hawk's Underground, with an infinite supply of firebombs.
  239.  
  240. Edited Footage (Pre-Battle, Recharge 2) - Once every three weeks, Eric may edit mercenaries in order to take credit for himself. A pre-selected allied ability declared this wartime will instead be considered to be declared by Eric Sparrow, with all mention of the original mercenary being replaced with "Eric 'A-Face' Sparrow" in the ability description. He will not change the parameters of the declaration (i.e. if an ability was declared by a female mercenary, the ability will still be considered to come from a 'Female'), but will be considered the original target that used the ability for interaction purposes. If the ability was a Start of Battle ability, Eric will copy that timing as well, requiring Eric to be rostered for the ability to go through. If the ability would buff or transform solely the initiator of the ability, only then will Eric receive those buffs. This ability cannot change the result of the affected ability in any way.
  241.  
  242. Combo! (Trigger, Recharge 2) - Once every three weeks, if Eric is affected by an ability that causes a numerical increase (i.e. percentage increase, double parameters, etc), he may multiply that increase on himself by the number of non-weekly non-trigger abilities used successfully by his team this Wartime. If Eric is affected by his own ability increasing his parameters numerically, add 50% to the final result.
  243.  
  244. Upgrades
  245.  
  246. Ability Upgrade: 20 EXP
  247. For an additional two weeks of recharge, Eric may take credit for a pre-selected enemy ability already declared this Wartime.
  248.  
  249. Ability Upgrade; 5 EXP
  250. Eric may adjust the parameters of the original ability to be completely his own, making the ability declared by a Villainous Male Human.
  251.  
  252. New Ability; 15 EXP
  253.  
  254. He Probably Skates For Minimum Wage! (Trigger) - If an enemy mercenary is the sole target of an ability declared by Eric Sparrow, he will mockingly give them a skateboard. The mercenary will be determined to use the skateboard as their sole means of transportation. The skateboard cannot be broken by any means.
  255.  
  256. Terrain: Slam City - A large skateboarding arena filled with ramps, grind rails, and plenty of halfpipes. The audience has been removed, access outside of the arena is denied.
  257.  
  258. --------------------------------------
  259.  
  260. Noctis Lucis Caelum (Final Fantasy XV)
  261. Heroic Male Human
  262. Minimum Bid: 92 GP
  263. Daily Upkeep: 6 GP/Week
  264.  
  265. Noctis is as seen in the endgame of Final Fantasy XV with Ultima Blade, Apocalypse, Executioner, Dragoon Lance and can additionally use with the following weapons with the same skill as their owner: ____. He has access to the entire Magic, Recovery, Combat, Teamwork, Stats and Armiger ascension trees. He has a few stocks of Firaga , Thundaga, and Blizzaga flasks and can use Armiger mode.
  266.  
  267. Armiger (Passive) - If an allied teammate is KO'd during the course of this week, Noctis may receive one of their weapons listed in either their writeup or customization as part of his armiger. Noctis will be able to use this weapon in battle with similar skill as its owner, but does not receive any extra abilities or parameter adjustment.
  268.  
  269. It's Good To Be King (Start of Battle) - In Noctis' world, being a king (or soon-to-be-king) comes with more than its normal advantages. When submitting a roster that includes Noctis, Noctis' leader can also select up to two of the other rostered mercs to form Noctis' royal entourage. This entourage will follow Noctis' orders implicitly, can engage in link strikes and with him, and will guard Noctis like he was their close friend. Additionally, any battle Noctis fights in will have the dark of night removed from it; the weather will always be bright and sunny.
  270.  
  271. Final Fantasy Versus ____ (Pre-Battle) -Noctis' home game has a storied history, and his owner can use that history to their advantage. Once every 4 weeks, a preselected enemy can be chosen. Noctis will gain knowledge, abilities and experience as if he was in a crossover game between Final Fantasy and the enemies' main series. The specifics are up to voter interpretation but what is fact is that Noctis is a central figure in the game.
  272.  
  273. UPGRADES:
  274.  
  275. (Character Upgrade, 10 EXP)
  276.  
  277. Noctis can choose to come into battle driving the Regalia-F. Any of his entourage may start in the Regalia with him.
  278.  
  279. (Ability Upgrade, 20 EXP)
  280.  
  281. Three allies can be chosen for It's Good To Be King. Additionally, each of Noctis' entourage will gain a small stock of -aga elemental flasks to use in battle and can engage in Armiger Chain with him.
  282.  
  283. (New Ability, 20 EXP)
  284.  
  285. Stand By Me (Start of Battle) -Once every 3 weeks, Noctis can use his warp strike to start next to a selected ally.
  286.  
  287. ----------------------------------------------
  288.  
  289. The Merchant (Slay the Spire)
  290. Neutral Outsider - Support
  291. 2 Upkeep
  292.  
  293. The Rug? It's not for sale. - Trigger - Cooldown 3 - As said, it's not for sale. If any of your team is targeted by a negative ability by another team that also involves GP or XP in any form, it is cancelled and put on a one week cooldown.
  294.  
  295. A weapon for every time Pre-Battle - Cooldown 2 - Choose one skill/spell/technique from three randomly targeted mercenaries (other than attached). The attached Merc gains the ability to use those skills/spells/techniques, at the skill of the user, and the resources to do each at least once.
  296.  
  297. Upgrades
  298.  
  299. 5 xp - You may choose 1 mercenary for A weapon for Every time. Purchaseable up to 3 times.
  300.  
  301. 10 xp - A weapon for every time can target the same merc multiple times for +1 week cooldown.
  302.  
  303. 10 xp - Buy something, will ya? Peacetime - Cooldown 3 - The merchant also sells relics from week to week, and the attached will buy something. Randomly roll from the following at the start of wartime.
  304.  
  305. Medical kit - Debuffs last 5 seconds on merc.
  306. Gremlin Horn - When an enemy merc dies in combat, restore 25% mp/consumable resources.
  307. The Boot - The mercs attacks will do a minimum of 2% max life damage per second.
  308. Bird Faced Urn - When merc is buffed, also restore 5% hp.
  309. Mango - Increase max hp by 20%
  310. The Speciman - As long as attached mercenary is alive, when an enemy merc dies, all debuffs on merc are transferred to the nearest enemy merc.
  311. Sundial - Gain 1% haste every minute.
  312. Bag of Preparation - Attached mercs first 2 spells/skills/techniques have no cooldown or cast time.
  313.  
  314. There might be more iconic things to bring out from slay the spire (like the actual characters or some of the bosses) but this seems like it'd be the best support guy from the game, and although the numbers/skills might not be perfect, it does deal with everything merchant.
  315.  
  316. ----------------------------------
Add Comment
Please, Sign In to add comment