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Post by mogexpress on Jun 20, 2005 17:32:58 GMT -5
Name: Mog express
Gender: Mog Age: 42 Elements: Earth, wind Experience Points: Level 1, 0 EXP Credits: 0 Primary Weapon: Fist Secondary Weapons: none
HP: 2500 HP Stats: VIT:10 ATK:7 DEF: 6 AGI: 2 INT: 4 DEX: 1
Default Attack: Mogpunch Level 1: 0 EXP Non-elemental Fist:punch - one 175 hp
Physical attacks:
Spin fist Level 1: 0 EXP: Non-elemental Fist: Punch - all 200 HP (charge: one turn)
Crack Neck Level 1: 0 EXP: Non-elemental Fist: headlock -one 5% chance of instant death (charge:one turn)
Earth Mover Level 1: 0 EXP: Earth Element Fist: punch - one 230 HP
Tornado mog Level 1: 0 EXP: Wind element Fist: Punch - one 250 HP
Sudden Pike Level 1: 0 EXP: Earth Element Fists: uppercut - one 20% chance of target losing their turn, peiceing 275 HP
Sleep Touch Level 1: 0 EXP: Non-elemental Fists: touch - one 20% chance of dealing sleep status effect
Secret fist: Level 1: 0 EXP: non-elemental Fist:quick punch -one 240 HP can't be blocked or gaurded against first time (Charge: one turn)
Special Attacks:
Earth Slash Level 1: 0 EXP: Earth elemental Fist: Punch transfered through the Earth -one cannot be guarded against but can be evaded or blocked 300 HP (charge two turns)
Earthquake Level 1: 0 EXP: Earth Elemental magic: all 270 HP (charge: four turns)
Mogstop Level 1: 0 EXP: Earth Elemental Magic: one encases enemy in rock: 60% chance of causing stop status element (charge four turns)
Rock heart Level 1: 0 EXP: Earth elemental Fist: magic punch -one 175 HP Causes instant death with a 10% chance (charge:two turns)
Critical Attack:
Mogturn Level 1: 0 EXP: wind elemental Fist: uppercut -one 375 HP, 20% chance off inflicting poison, sleep and stop
Desperation Attack: Mogcombo Level 1: 0 EXP: wind /Earth Elemental Fist: a series of punches and kicks -one 600 HP Defense Attacks:
Mog dissapear Level 1: 0 EXP: Earth elemental magic: self dissapear into the earth and reapear somewhere else all enemies who arn't Earth elemental loses two turns (charge: two turns)
Avatars:
Name: Mountain range #42
VIT: +8 ATK: +2 DEF: +8 AGI: -3 INT: -1 DEX: -1
+ Because of the obvious Earth supperity of this Avatar it increases all earth attaks by 30 damage + Since mountain Range #42 is so majestic all non earth element enemys lose 20% of all their turns when fighting Mog express - Because of the many forests on mountain range #42 mogexpress is weak against fire -because of the imobility of a mountain AGL and DEX are lowered
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Post by SM on Jun 21, 2005 0:48:11 GMT -5
Name: Mog express Meh... OK. Even though I can't imagine that as a name... Who calls their son/daughter Mog?
Gender: Mog Male or Female... Unless you're Mecha. Age: 42 OK. Elements: Earth, wind Meh... It seems messed up in a way, but sure. Experience Points: Level 1, 0 EXP Yes... Credits: 0 Good. Primary Weapon: Fist Alright, makes sense... Unless you're crazy enough to name yer' fist. Secondary Weapons: none That's right.
HP: 2500 HP Yup. Stats: VIT:10 ATK:7 DEF: 6 AGI: 2 INT: 4 DEX: 1 Your stats are OK.
Default Attack: Mogpunch Level 1: 0 EXP Non-elemental Fist:punch - one 175 hp I'd imagine it would be around 250-270 HP...
Physical attacks:
Spin fist Level 1: 0 EXP: Non-elemental Fist: Punch - all 200 HP (charge: one turn) Physical Attacks require no charge, Specials do... 200 HP hitting all is OK.
Crack Neck Level 1: 0 EXP: Non-elemental Fist: headlock -one 5% chance of instant death (charge:one turn) ...I don't think headlock is an attack method I listed... And at this point, no instant death until MUCH later... As with above, Physicals have no charge.
Earth Mover Level 1: 0 EXP: Earth Element Fist: punch - one 230 HP You can go with something like 300-320 here.
Tornado mog Level 1: 0 EXP: Wind element Fist: Punch - one 250 HP Same as above, except 320-340 can work.
Sudden Pike Level 1: 0 EXP: Earth Element Fists: uppercut - one 20% chance of target losing their turn, peiceing 275 HP Effects go next to the damages... But piercing should be about 260-270.
Sleep Touch Level 1: 0 EXP: Non-elemental Fists: touch - one 20% chance of dealing sleep status effect No percents here, I"m afraid... You also need attack power, and Touch is not a listed method.
Secret fist: Level 1: 0 EXP: non-elemental Fist:quick punch -one 240 HP can't be blocked or gaurded against first time (Charge: one turn) Same as above, if it can't be blocked or guarded, put "penetrates," and there is no charge on Physicals...
Special Attacks:
Earth Slash Level 1: 0 EXP: Earth elemental Fist: Punch transfered through the Earth -one cannot be guarded against but can be evaded or blocked 300 HP (charge two turns) For 350 HP, fine.
Earthquake Level 1: 0 EXP: Earth Elemental magic: all 270 HP (charge: four turns) 320 HP.
Mogstop Level 1: 0 EXP: Earth Elemental Magic: one encases enemy in rock: 60% chance of causing stop status element (charge four turns) Mmmm... No percents. I don't think we have a Stop Status either.
Rock heart Level 1: 0 EXP: Earth elemental Fist: magic punch -one 175 HP Causes instant death with a 10% chance (charge:two turns) No Insta-kills just yet...
Critical Attack:
Mogturn Level 1: 0 EXP: wind elemental Fist: uppercut -one 375 HP, 20% chance off inflicting poison, sleep and stop No chances... The HP is OK.
Desperation Attack: Mogcombo Level 1: 0 EXP: wind /Earth Elemental Fist: a series of punches and kicks -one 600 HP Alright...
Defense Attacks:
Mog dissapear Level 1: 0 EXP: Earth elemental magic: self dissapear into the earth and reapear somewhere else all enemies who arn't Earth elemental loses two turns (charge: two turns) Whoa... That would be two attack slots instead... And would require a recharge of... six turns...
Avatars:
Name: Mountain range #42
VIT: +8 ATK: +2 DEF: +8 AGI: -3 INT: -1 DEX: -1
+ Because of the obvious Earth supperity of this Avatar it increases all earth attaks by 30 damage + Since mountain Range #42 is so majestic all non earth element enemys lose 20% of all their turns when fighting Mog express Well... Our turns are whole numbers, so I don't know how half a turn works... Lose one turn, fine... Beari n mind an Avatar is like an armour for your character, not an object that changes the battlefield.
- Because of the many forests on mountain range #42 mogexpress is weak against fire -because of the imobility of a mountain AGL and DEX are lowered These need to be external... Can't refer to stats, you need the second disadvantage to be something outside yer' stats...
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Post by Elhaz on Jun 21, 2005 1:00:37 GMT -5
Quick comment, but this character seems to be a moogle straight from Final Fantasy... Just to say, but I don't think it's right to use Copyrighted material.
-Kaido
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Post by SM on Jun 21, 2005 12:34:47 GMT -5
Eh... Mog... Yes, I know... I guess I didn't catch that gender part about "Mog."
Mogexpress... I told you earlier about a week ago that making a HUMAN character was OK...
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Post by shadowhunter on Jun 21, 2005 15:12:37 GMT -5
whoa, that;s a strong desperation. Wait a minute, if we lose 1 turn when he uses desperation, that means we aren't able to attack because desperation switches with default attack. `
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Post by mogexpress on Jun 21, 2005 17:44:23 GMT -5
Fixed it I think
Name: Mog express
Gender: Male Age: 42 Elements: Earth, wind Experience Points: Level 1, 0 EXP Credits: 0 Primary Weapon: Fist Secondary Weapons: none
HP: 2500 HP Stats: VIT:10 ATK:7 DEF: 6 AGI: 2 INT: 4 DEX: 1
Default Attack: Mogpunch Level 1: 0 EXP Non-elemental Fist:punch - one 260 hp
Physical attacks:
Spin fist Level 1: 0 EXP: Non-elemental Fist: Punch - all 200 HP
Critical kick Level 1: 0 EXP: Non-Elemental Feet: kick -one 300 HP chance of increasing damage dealt by 30 HP
Earth Mover Level 1: 0 EXP: Earth Element Fist: punch - one 315 HP
Tornado mog Level 1: 0 EXP: Wind element Fist: Punch - one 330 HP
Sudden Pike Level 1: 0 EXP: Earth Element Fists: uppercut - one 260 HP chance of target losing their turn, peiceing
Sleep Touch Level 1: 0 EXP: Non-elemental Fists: punch - one 200 HP chance of dealing sleep status effect
Secret fist: Level 1: 0 EXP: non-elemental Fist: punch -one 240 HP penetrates first time
Special Attacks:
Earth Slash Level 1: 0 EXP: Earth elemental Fist: Punch transfered through the Earth -one 350 HP cannot be guarded against but can be evaded or blocked (charge two turns)
Earthquake Level 1: 0 EXP: Earth Elemental magic: all 320 HP (charge: four turns)
Hard Dreams Level 1: 0 EXP: Earth Elemental Magic: one encases enemy in rock: chance of causing sleep and poison status effect (charge four turns)
Rock Heart Level 1: 0 EXP: Earth elemental Fist: magic punch -one 175 HP Causes slow status effect (charge two turns)
Critical Attack:
Mogturn Level 1: 0 EXP: wind elemental Fist: uppercut -one 375 HP, chance off inflicting poison, sleep and slow
Desperation Attack: Mogcombo Level 1: 0 EXP: Wind /Earth Elemental Fist: a series of punches and kicks -one 600 HP
Defense Attacks:
Mog disappear Level 1: 0 EXP: Earth elemental magic: self dissapear into the earth (charge: six turns)
Mog reappear Level 1: 0 EXP: Earth element magic: self only available after using mog disappear, emerge some where else on the feild and all enemies who aren't earth element lose two turns (charge: three turns) Avatars:
Name: Mountain range #42
VIT: +8 ATK: +2 DEF: +8 AGI: -3 INT: -1 DEX: -1
+ Because of the obvious Earth supperity of this Avatar it increases all earth attaks by 30 damage + grants increased vision to attack enemies from far away - Because of the many forests on mountain range #42 mogexpress is weak against fire -Since rock is so heavy after 5 turns mog express loses 30 HP every turn
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Post by SM on Jun 21, 2005 18:08:59 GMT -5
600 is OK. Level 2s would have 650... I have 700, and I'm Level 3... Kaido is Mecha, so he can have more than that... Also, your Defense makes all non-Earths lose two ATTACKS, if you still want turns, then you need to have Recharge of 9...
By the way, KAshi, I'd prefer that you let us do the judging...
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Post by shadowhunter on Jun 21, 2005 22:02:31 GMT -5
Sorry
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Post by mogexpress on Jun 23, 2005 1:43:09 GMT -5
A recharge of 9 would make this attack useless in my mind, so I guess I will go with two attacks instead of two turns.
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Post by SM on Jun 23, 2005 13:55:55 GMT -5
Defensive stances have recharges, which means they aren't required to be charged, but need time between use... You also only start out with one Defensive stance.
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