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Post by xenomina on May 7, 2008 9:59:27 GMT -5
Yay, a character list! I'll try to keep this thing updated.
Xe Currently Plays... Okami Amaterasu (Okami) Samus Aran (Metroid) Travis Touchdown (No More Heroes) Bowser Junior (Mario) Bridget (Guilty Gear) Princess Peach (Mario) I-no (Guilty Gear) Shanoa (Castlevania: Order of Ecclesia) Elika (Prince of Persia) Jenny the 13th (OC) Taki (Soul Series) Bang Shishigami (Blazblue) Valtiel (Non-Smasher) (Silent Hill 3)
Xe is Going to Play... The Prince of All Cosmos (Katamari Damacy)
Xe is Thinking of Playing... SHODAN (BOSS) (System Shock) Little Sister (Non-Smasher) (Bioshock) Letz Shake (Non-Smasher) (No More Heroes) Ghor (Metroid Prime 3: Corruption)
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Post by xenomina on May 7, 2008 10:04:26 GMT -5
Wolven Goddess of the Sun... Okami AmaterasuAge: Ageless, but appears to be a white wolf in her prime. Height: 2'7" (paw to shoulder) Weight: 65 lbs Alignment: Good Occupation: Celestial goddess and protector of Nippon. Moveset:Her A button attacks use the divine instrument that she carries on her back. Basic B- Power Slash- Sends out a slashing blade drawn by the brush, not very powerful, but can go out to 10 feet the direction she faces. (1d6) Up B- Vine- Ammy draws a vine using her celetial brush to pull her up to ledges. Down B- Cherry Bomb - Ammy uses the celestial brush to draw a large cherry bomb; timed, detonates on impact w/ opponent, Ammy can roll these around the stage on the level she made it until they go off shortly. (3d6) Side B- Galestorm- Uses brush to make gusts of wind that can send projectile attacks back at enemies (reflector.) Up Taunt- Ammy howls at sun, as it shines above her. Side Taunt- Issun bounces up and down on her nose as she sits and looks around for a moment. Down Taunt- Ammy pisses in your general direction! Dodge- Ammy twirls from side to side. Grab- The opponent is trapped in a blob of black ink momentarily. Outside of Smash Battles, Ammy has access to all her Celestial brush powers those not stated above, are listed here- Veil of Mist- Slows down time for 4 seconds (or one action) for Ammy, can only be used every other post to help prevent disorientation. Inferno- Ammy can manipulate fire from a source to attack a target/object for 1d8. Must have a source viewable at the same time as target. Watersprout- Same as Inferno, except with water. Also deals 1d8, and requires a visible source near target. (Also, Ammy can create geysers in deep water that she can ride on like an elevator.) Sunrise/Cresent- Ammy can change the time of day by summoning the moon or sun, can be used only once every 24 hours. Water Lily- This power only helps Ammy's "no-bath" reputation, by allowing her to draw lily's on water for her to cross on. There can only be three lily's in existence at a time, and they last indefinitely until another is drawn. Catwalk- This interesting power gives Ammy the ability to climb walls. This power only works on Ammy, and she cannot climb ceilings. Can be used twice a day. Bloom- This ability governs the manipulation of plants and bulb-shaped objects. With this power, Ammy can make dead plants come back to life, young trees shoot out of the ground for a few moments, and open any bulb or bulb-shaped object. As an interesting side effect, Ammy can also brighten peoples moods with a simple swish of the divine brush. Rejuvination- This brush technique allows her to repair broken objects by filling in the missing gaps with the ink of her brush, restoring them to their perfection. Can be used only once a day. Thunderstorm- Behaves the same as Watersprout and Inferno, except with lightning. Blizzard- Just like Inferno and the others, allows the manipulation of ice from a known source that has a chance of freezing targets with a roll of 6. Final Smash: Shiranui Reborn- When Ammy uses her final smash, she transforms into her true self, Shiranui. White light seeps off her like tendrils, and the red marks on her become more complicated. (Sorry I don't have a pic, but there's tons of fan art so go look it up!) This is the form that brings Ammy closest to her true power. For three rounds, Ammy has access to all of her brush powers, and all her attacks do 1d12 damage.
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Post by xenomina on May 7, 2008 10:11:45 GMT -5
The Hunter... Samus AranAge: Unknown, appears to be in her early thirties. Height: Power Suit- 7'8" Zero Suit- 6'1" Weight: Power Suit- 545 lbs. (25% negated by suit's systems) Zero Suit- 112 lbs Alignment: Good Occupation: Bounty Hunter Moveset:POWER SUIT SAMUS: Basic move set consists of Samus using kicks and punches. Basic B- Samus is able to charge her arm canon to fire a powerful charge shot at her enemies. However, the charge time for her power beam is slow, Side B- Samus can fire 2 kinds of missles at her enemies, regular and homing. While the regular missles are more powerful, the homing missles have the capacity to track down opponents. Up B- The screw attacks traps enemies in her spinning fury for moderate damage. Down B- Samus cpops into morphball modes long enough to deploy morph ball bombs, which she can use as an alternate recovery move by launching herself upwards with the bombs. Up Taunt- Cuts the air with her arm as her booster goes off Side Taunt- Raises her arm cannon and shows its inner workings. Down Taunt- Aims in one direction, then aims lower in the other direction. Grab- Samus grabs the opponent with her Grapple Beam. Entrance- Walks out of a Zebesian Save Point. ZERO SUIT SAMUS: Now free from the heavy restraint of the Power Suit, Samus can freely tumble and flip over the stage, incorporating the whip/gun in a fighting style that can almost be seen as a dance of death. Basic B- Samus fires off a paralyzer shot that temp. paralyses the oppenent, when charged (also slow to charhge) the stun effect is much longer. Side B- Samus throws the energy whip out to full length for minor damage. Up B- Samus throws the whip out and grabs on to an object for Samus to swing back up to the stage. Can also juggle opponents this way. Down B- Samus flips in a flash of light, the kick of the flip can damage oppnents moderately, and has a little bit of recovery. Entrance- Zero Samus drops onto the stage out of a ventilation shaft. She also appears after using the Zero Beam. Up Taunt- Throws her Gun into the air and catches it, then says "Is that all?". Side Taunt- Uses her whip, flicks it and says "Try me!" Down Taunt- Spins her whip around her and says "You're mine!". Grab- Wraps the opponent up with her whip and drags them over to her. Final Smash:POWER SUIT SAMUS: Samus charges her arm cannon and fires a large beam of energy that deals a high amount of damage. After firing the beam, Samus' Power Suit is "damaged" and falls off of Samus' body, transforming her into Zero Suit Samus. ZERO SUIT SAMUS:She radiates energy, dragging in items and enemies towards her while damaging anyone close enough, then summons her Power Suit once more.
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Post by xenomina on May 8, 2008 18:07:43 GMT -5
Rank 1 Assassin... Travis TouchdownAge: 25 Height: 6'3" Weight: 175 lbs Alignment: Neutral Occupation: #1 Assassin, Part-Time Worker Moveset:Basic attacks consists of Travis using kicks and punches while holding beam katana. Basic B- Travis swings his beam katana, which uses up a little bit of the battery power. he can also charge his swing up for greater damage, but this uses up almost 1/5 of the katana's battery. Side B- Travis attempts to grab the enemy, if successful, Travis can preform a variety of wresting moves. His most famous, but slowest to execute is the German Suplex, which does quiet a bit of damage. A quicker but less damaging route is a Haymaker, moderate damage. The quickest and least damaging move Travis preforms is a a simple body drop, Travis can either roll away then get up or just get back up after any moves. Up B- Travis will preform a move similiar to Kirby's Cutter move, can be used as a recovery. Deals moderate damage and is a bit slow to execute. Also drains some battery power. Down B- If timed right, this move acts as a counter against an opponent, stunning them temporarily. Travis will move behind the enemy and swing his sword. This also drains some battery life. Up Taunt- Travis throws his bean katana in the air and catches it. Side Taunt- Travis taps his katana on his shoulder, smooths back his hair, and says: "I'm number one!" Down Taunt- Travis does a "come hither" taunt similiar to Neo in the Matrix, and says: "Bring it on!" Grab- Side B replaces grab button. Instead, button used to recharge katana. See weaknesses, Entrance- Walks out of a bathroom stall, flushing sound can be heard. Final Smash:Darkside Travis- Travis pulls a power up similar to Goku from DBZ, including the spiky yellow hair, yells "That's the strawberries on the shortcake!", and proceeds to walk (not run) back and forth across the stage, his beam katana glowing extra bright with lightning crackling from it. Anyone within range of his beam katana is attacked for massive damage, with high knockback. This mode only lasts for a few panic-filled moments, but the results can be devastating for the other players. No battery power is drained during his Final Smash.
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Post by xenomina on May 12, 2008 3:31:37 GMT -5
Artistic Prince... Bowser JuniorAge: 10 Height: 3'4" Weight: 237 lbs Alignment: Bad Occupation: Ruler/Princess Kidnapper in Training Moveset:Basic attacks consists of punches that don't do much damage. Basic B- Junior beats the opponent with the Magic Brush doing semi-moderate damage. When the attacks is charged, the red goo on the brush can set an opponent of fire temporarily! Up B- Junior tucks into his shell and spins upward. While this move is the pretty much the same as his fathers, and can be used for recovery, it does little damage because his spike are not fully grown yet. Down B- Junior lets out an ear-shattering scream that stuns opponents momentarily for light damage. Side B- Junior swipes a stream of normal goo that flies out 7 feet before disappearing. Anyone caught by the swipe takes light damage. Final Smash:Shadow Mario- Junior's final smash allows him to use the power of the Magic Brush to turn into Shadow Mario. While in this state, Junior runs around the stage, dragging the brush and covering the ground with blue, electric goo. It remains temporarily as a stage hazard, which causes moderate, but consecutive damage to any players who touch it. The goo does not affect Junior.
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Post by xenomina on Jul 7, 2008 16:42:21 GMT -5
Naive Youth... BridgetAge: 15 Height: 5'2" Weight: 110 lbs Alignment: Good Occupation: Bounty hunter and son of a multi-millionaire. Moveset:Bridget fights by swinging his yo-yos. Basic B- Bridget swings his yo-yos around him, racking up light damage with every hit. This can also be used as a reflector move. Side B- Bridget swings out one of his yo-yos, which transforms into his teddy bear, Roger, who has deadly blades rotating around his stomach, and flies out about 10 feet. The attack causes light damage, but hits multiple times before Roger disappears back inside the yo-yo. Up B- Bridget swings his yo-yo up, which transforms into his bear Rodger, who then grabs the edge of the stage, pulling Bridget back up. When used against an enemy, Roger just slams into them for moderate damage. Down B- Bridget charges the foe by hopping onto his yo-yos and essentially 'skating' across the stage for about 10 feet at about twice the speed her runs. If he hits someone, it sends them flying for moderate damage. Up Taunt- Bridget plays with his two yo-yos, as he says "Let's Play!" Side Taunt- Bridget leans forward and does a Japanese taunt (Where they pull their lower eyelid and stick out their tongue.) Down Taunt- Bridget pulls out Roger and hugs him, laughing. Grab- Bridget tries to grab the opponent, if successful, he flips forward, slamming them down with his own body for moderate damage. Entrance- A yo-yo comes flying from offstage, and Bridget runs after it and picks it up. Final Smash:Shoot The Moon: When Bridget gets the Smash Ball, he is able to initialize his instant kill move. Bridget will swing his yo-yo around him. if it connects , the enemy will be thrown into the air, and Bridget will jump up and proceed to beat the ever-living crap out of them, before launching the victim into a star-KO with his two yo-yos. A disembodied voice (or Mr. Referee, if he chooses) yells out the word "DESTROYED."
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Post by xenomina on Aug 6, 2008 21:57:01 GMT -5
Pink Princess... Princess PeachAge: 27 Height: A little shorter than Zelda Weight: She'll Never Tell... Alignment: Good Occupation: Professional Princess, and Kidnapee Moveset:Basic B- Peach pulls out Toad, using him as a handy shield that can either negate physical attacks or reflect ranged attacks. Side B- Peach launches herself at the enemy hip-first, causing moderate damage and some knock back to the enemy. Up B- Peach pulls out her Parasol and thrusts it up into the air at her opponent, causing herself to fly up. She then floats gently back down, which can cause extra light damage to her enemy if they accidentally hit the parasol. Down B- Peach pulls a turnip (or bob-omb, see below) out of the ground. Depending on what she pulls out, the projectile does variable amounts of damage. Roll d20: 1 = Bob-omb 2-12= Normal turnip projectile, does d6 damage. 13-16= Turnip does more damage, d10. 17-19= Turnips does greater damage, d15. 20= YOU DO NOT WANT TO SEE THIS TURNIP, d20 damage, Up Taunt- Takes her parasol out and spins it, saying "Sweet". Side Taunt- Sings and dances in a taunting manner ("Ring Around the Rosie") while holding her dress, and musical notes appear. Down Taunt- Spins around, winks, points, bends a little and says "Uh-huh!". (Same animation as Melee, but with changed sounds) Grab- Peach does a regular grab. Final Smash:Super Princess Peach- Using the Vibe Scepter, Peach's emotions can have a different effect. - Calm: Peach will become protected by a destructible shield (3 turns, 5 successful hits.) This shield will automatically heal half her health. - Gloom: Peach will cry, causing the bottom half of the stage to become flooded for 3 turns. - Rage: Peach will light on fire, causing her to basically have the effect of two curries, firing in both directions. all rules for curry apply. - Joy: Peach becomes enveloped in a tornado. Anyone within 5' of her get pulled in, only to be juggled for heavy damage before being launched a random direction.
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Post by xenomina on Aug 31, 2008 1:44:53 GMT -5
Cruel Crimson... I-noAge: Appears to be in mid-late twenties. Height: 5'5" Weight: 101 lbs Alignment: Evil Occupation: Witch, Servant of That Man Moveset:I-no attacks with her legs and guitar. Basic B- The base of I-no's mic stand turns into a mace, and she spins it around her. Can be used as a reflector move, also causes moderate damage against an opponent. (d6) Side B- Her hat spits out a green note bomb that goes flying 10 feet before exploding for moderate damage. Also explodes on contact. (d6) Up B- I-no rides her guitar up at a steep angle, can be used as a recovery move. (d6) Down B- Let's out a high note from her guitar that creates a magically enhanced sound wave horizontally 5 feet in both directions for moderate damage. Can be used in mid-air. (d6) Up Taunt- I-no licks the neck of her guitar. Side Taunt- I-no grins and plays a sweet, short solo on her guitar, Down Taunt- A small amp rises from the ground, she puts her foot on it and strikes a chord before it disappears again. Grab- When I-no grabs someone, she chokes them with the cord of her guitar. Final Smash:I-no attacks an opponent. If she connects, two giant speakers appear on the stage. She then proceeds to play a solo as the victim(s) helplessly bounces between the speakers, only to explode and be sent flying at the end of the solo. If the Final Smash causes even one KO, a bodiless voice (or Mr. referee, if he so chooses) yells out the word "DESTROYED."
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Post by xenomina on Mar 22, 2009 16:27:27 GMT -5
Light in the Darkness... ShanoaAge:20 Height: 5'9" Weight: 147 lbs Alignment: Good Occupation: Vampire hunter, monster slayer. Moveset:Special (B) Moves: These more powerful spell glyphs put a greater strain on Shanoa, and are only used sparingly as needed. Standard Attack: Luminatio- Shanoa summon two balls of light that circle around her quickly for a moment. Does not reflect attacks, but harms enemies from all sides within 5 feet. (1d8) Upward Attack: Volaticus- Two large wings appears on Shanoa's back, allowing her to fly upwards 20' feet. The same maneuverability as Pits flying rcovery, but doesn't last as long. (0d0) Downward Attack : Fulgur- Similar to Pikachu's "Thunder", Shanoa summons a powerful burst of lightning that damages anyone above, or right next to her. (1d8) Side Attack: Grando- Shanoa summons a huge cone of ice that goes flying towards her enemies. (1d8) Regular (A) Attacks: These glyphs can be used as often as necessary, as they are melee attacks and are the very basics of the glyphs Shanoa wields. Standard Attack: Confodore- A red rapier, Confodore deals standard damage, and it is very quick and precise. (1d6) Upward Attack: Ascia- A iron axe that's thrown (usually up at something.) (1d6) Downward Attack: Macir- A steel hammer Shanoa slams into the ground for normal damage. (1d6) Side Attack: Arcus- A golden bow, doesn't deal much damage, but very precise. Only one can be summoned at a time. (1d6) Grab: Torpor- Shanoa drops a deep yellow crystal in front of her, which quickly grows around her opponent, trapping them temporarily and allowing her time to either escape or wail on her enemies. (1d6 to grab) Taunts:Upward Taunt- Shanoa turns her back to the camera and lifts her hair, revealing the large glyph on her back that is part of the source of her power. Downward Taunt - Shanoa kneels on the ground and pets a white cat that suddenly appears, before it runs off and she stands back up. Side Taunt - Shanoa holds out a glyph that appears in her palm, and says "I am the morning sun come to vanquish the horrible night." Final Smash:This final smash is perfect for Shanoa, as she does not use Dominus to preform it. Similar to Ike's Great Aether and Link's Triforce Slash, Shanoa must first successfully connect with a special sword (scabbard?) glyph she summons before beginning her combo. The first swing must connect with at least one enemy to initiate the combo, and anyone else hit thereafter receive the rest of it full on. The pillar of light at the end is centered around Shanoa for a 5" radius. Anyone caught within 5 feet of that is brought in at the end. The moves and damage for each swing follow as thus: 3 swings of a sword. (3d8) Light and darkness glyph barrage. (6d10) Pillar of light. (8d12)
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Post by xenomina on Oct 26, 2009 20:00:00 GMT -5
The Princess Who Died... ElikaAge: Unknown, appears to be in her mid-early twenties, and assumed to be as such. Height: 5'3" Weight: 126 lbs Alignment: Good Occupation: Wanderer, Princess of Ahura and Keeper of the Tree of Life Moveset:Elika knows some self defense, gracefully striking out with her feet and palms. Normal B- Elika strikes the opponent by exerting the magic that is the light of her soul through her limbs. (1d6) Side B- Magic wind emits from her palms and she flies forward 10', knocking down and damages enemies. (1d8) Up B- Elika teleports 15" up ala Zelda in a flash of light. HOWEVER, unlike many recovery moves, Elika can also teleport fallen teammates with her safely back to ground. Down B- Elika summons a shining blue piece of ruined wall that serves as a shield against both people and projectiles, can be destroyed with a few hits. (Lasts one round) Final Smash:Restoration- Elika raises above the ground and unleashes the very light of Ormazd that radiates from her soul. This smash damages her enemies greatly (5d15), and heals her companions (3 hits or whatever) as the stage is covered in light and beautiful plants. However, this power final smash comes with a price- Elika is immediately reduced to 1 hit (1 HP, whatever) for the remainder of the fight or until she gets any healing items.
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Post by xenomina on Oct 28, 2009 0:25:05 GMT -5
Horror Queen... Jenny the 13thAge: 23 Height: 5'11" Weight: 141 lbs Alignment: Neutral Occupation: Movie store clerk by day, Rank 13 assassin by night. Moveset:Jenny fights by swinging her chainsaw and kicking the opponent. The chainsaw itself has three gears, the third of which is incorporated into her Final Smash. Standard Attack – Jenny shifts her chainsaw into 2nd gear momentarily, and stabs her chainsaw into the stomach of her opponent. (1d8) Upward Attack – Jenny shoots a meat hook on a chain out from her long sleeve upwards (13’), can be used to either damage enemies or as a recovery move. (1d6) Downward Attack – Jenny jumps up, throws her chainsaw into second gear, and slams her chainsaw into the ground, pinning the enemy momentarily before she rips her chainsaw out. (2d6) Side Attack – Jenny takes a few steps in place, throwing her chainsaw into second gear before dashing forward 6 feet and cutting her enemy. (1d8) Grab 1 – Long Range: Jenny swings out her meat hook on a chain, if she grabs the enemy successfully, she drags them into her chainsaw, stabbing them in their guts before being tossed behind her.(1d6 to grab) (2d6 damage) Grab 2 – Close Range: Jenny grabs the person with her hand and headbutts them before stabbing them with her chainsaw and slamming them into the ground. (1d6 to grab) (3d6) Upward Taunt – Jenny lifts up her mask and lets out a mad cackle. Downward Taunt – Jenny’s meat hook on a chain accidently falls out of her sleeve, and Jenny scrambles to pick it up. Side Taunt – Jenny swings her chainsaw twice before yelling “Heeerrreee’s Jenny!” Final Smash:Psycho- Black powder covers the stage for a moment, and everyone becomes terrified. Times seems to slow for three turns and Jenny hunters down her victim and kills them, sending their trophy flying offstage.
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Post by xenomina on Nov 3, 2009 21:07:02 GMT -5
Honorable Ninja... TakiAge: 29 Height: 5'7" Weight: 129 lbs Alignment: Good Occupation: Ninja, Demon Hunter, Spy, and Blacksmith Moveset:Standard B- Assassin's Revenge: Taki steps in low and stabs both Rekki-Maru and Mekki-Maru into the opponent's gut. (1d8) (R) Upward B- Stalker: Similiar to Zero Suit Samus' recovery move, Taki can focus chi and project it out of her feet, giving her extra height. She can also just use this to flip over her opponent to follow up with a surprise attack. (no damage) Downward B- Ninja Cannon: Taki will focus chi in her palm, hitting the ground in front of her and unleashing a dome of energy. This move can also be charged to become Ninja Cannon: Fury; this attack takes a round to charge, but deals greater damage and can send the enemy flying 10 feet up in the air. (1d8 normal; 1d12 charged) Side B- Mat (Additional Attack): Taki flips and brings both feet down on her opponent's head/shoulders, slamming them into the ground while she flips off and lands behind them. (2d6) Before Taki can use any of her smash attacks, she must focus her chi by taking a battle-meditation stance known as Possession, in which she crouches and does the two-fingered ninja symbol (thing.) It takes a whole round just to build up enough chi for these powerful attacks. Upward Smash: Bow Breaker- As this starts out with a grab, the target has to be RIGHT in front of her for this to work. She moves up and grabs the target around the waist, before using chi to propel her and her target in the air, maneuvering herself so they land torso first on the ground, with her standing on their back with their legs grabbed- like a bow. (2d6) Downward Smash: Awakening Rush: Taki jumps into the air and slams down on the enemy hard, heels first; then completes the attack by doing the same with her blades. (4d6) Side Smash: Exorcism- Taki builds up her chi, and sends it through a paper seal she places on the enemies torso. Depending on the alignment, the effects can be devastating, or almost null. This is usually used as a final blow to defeat a demon, but can have the same effects against any who have evil in their hearts. (1d8 for good aligned, 1d10 for neutral, 1d12 for all evil/bad aligned characters.) Taki reaches out and grabs their shoulders with both hands. (1d6 to grab) Upward Throw- Strangulation Blade: Taki wraps her right leg around the person's neck, before slicing it with her blade and letting them fall to the ground. (1d8) Down Throw- Crossing the Cliff: Taki knees the opponent in the gut before pushing them down as she climbs onto their back, flipping off and slamming her feet into their back twice more before finally dismounting. (1d6, 2d8) Front Throw- Cellar Drop: Take grabs them and then skillfully moves around the opponent, slashing their neck three times until they finally fall to the ground in pain. (3d6) Back Throw- Dropping the Bottle: Taki drops to one knee and grabs the opponent from behind, using leverage to stand back up and toss the person up and over her. (1d10) Upward Taunt - Taki holds her blade up and does a couple of kicks, saying "Nothing personal, but you're in my way." Downward Taunt - Taki crosses her arms, grins and nods, saying "Well, at least your stance is correct, heh." Side Taunt - Taki faces the opponent sideways, placing her right hand in the standard two-fingered ninja gesture and says "Is that all you got?" Final Smash:Secret Art- Taki makes an attempt to place a binding seal on the opponent (1d10). If sucessful, the opponent cannot move for the remainder of the Final Smash. Taki then shouts "Ougi!" (secret) and then uses her chi to make two clones of herself. The three slash the opponent, before Taki appears above the opponent and unleashes a large ninja canon (10' dome) that can damage anyone nearby.
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