Spirit Warriors: SIGNUPS

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Spirit Warriors: SIGNUPS

Post by Spriterkid »

Spriterkid with another forum game? Oh god not again
1) Dicearm: Sebastian Prism (Arin Prism)
2) Flannywannychan: loli Corolla (Quilla)
3) Spriterkid: Alfred Kenobi (Dennis "The Boss" McAwesome)
4) Storyception: Kaitoru Denki (Hayate Mirusan)
5) Mmxpert: Shoken Ryudan (Joe Hayabusa)
6) Dualer: Suken (Halicon)
7) Scarlet Fighter: Crimson P. Steam (Grey Crash)
8) Garoslaw: Inesca (Sanctus)
9)
10)
11)
etc.

Username:
Character Name:
Character Bio: (optional)
Character Appearence:
Spirit Name:
Spirit Appearence:

Stats: (1400 points to spend)
HP: Max Health. Reach 0 and you die, obviously.
SP: Spirit Points. These are (usually) required to use skills and abilities.
ATK: Attack damage, and the percentage of damage increased when you use physical skills.
DEF: Defense. Percentage of Damage that will be blocked upon getting hit with physical attacks.
MAG: Magic. Percentage of damage increased when you use magical skills.
WIS: Wisdom. Percentage of Damage that will be blocked upon getting hit with magical attacks.
AGI: Agility. Determines turn order.

Innate: (It's a passive. Must always be activated. Can be anything at the player's discretion.)

Skills: (Skills can be Single-Target, Area (more than 1 player), Field (all players/field affecting), Self (buffs and heals and such) and Passive (always activated).
Skills have an SP/HP cost and cooldown (of a certain number of turns). Other things are at the discretion of the player.)

Skill 1:

Skill 2:

Skill 3:

Spirit Burst: (This is your strongest skill. It can be very powerful, just don't push it.)~

BRACKET IS NOW UP: WHOEVER REGISTERS BEFORE GARO FINISHES HIS POST GETS A BYE.
Last edited by Spriterkid on Sun Jun 02, 2013 4:13 pm, edited 12 times in total.
RIP Ed Balls

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Re: Spirit Warriors: SIGNUPS

Post by Dicearm »

Username
Dicearm

Character Name
Sebastian Prism

Character Bio
Pending

Character Appearance

Spirit Name
Arin Prism

Spirit Bio
Pending

Spirit Appearance

Hit Points
200

Spirit Points
200

Attack
200

Defense
200

Magic
200

Wisdom
200

Agility
200

Innate - Change Affinity
Born from Sebastian's imagination, Arin is quite the diverse knight! As such, he can and often does change at a moment's notice.
At the beginning of each round, Arin may swap his elemental affinity. Aside from altering his skill effects, each element provides a minor stat boost.
WIND - +25% Agility, all attacks & skills are physical
EARTH - +25% Defense, all attacks & skills are physical
LIGHT - +25% Magic, all attacks & skills are magical
DARK - +25% Wisdom. all attacks & skills are magical
FIRE - +25% Attack, all attacks & skills are physical
WATER - Adds two Tidecaller stacks at the start of each turn. Once per turn, at the start of the turn, Arin may sacrifice any number of stacks to regain 7 HP per stack. All attacks & skills are magical.

_____

Elemental Burst - Single-Target, 25 SP, no cooldown
Through his weapon of choice, Arin can channel the elements for a variety of offensive purposes.
Arin performs an empowered attack or casts a spell. Effect varies based upon current affinity.
WIND - Increases Arin's chance to dodge by 5%. Stackable. Lasts until a successful dodge.
EARTH - Decreases target's armor by 20. Lasts for three turns, stacks up to 5 times.
LIGHT - Deals 150% damage, heals a second target for 25% of damage dealt. Cannot heal self with this effect, unless using Prism Overdrive.
DARK - Burns spirit points equal to 20% of the damage dealt.
FIRE - Damage is dealt over three turns. 75% is dealt on impact, 25% is dealt a turn for the next two turns. This effect stacks over multiple hits.
WATER - Adds one Tidecaller stack. Arin can then expend as many tide caller stacks as he wants, dealing 10 true damage to all other combatants per stack consumed.

_____

Elemental Embodiment - Self, no cost, five turn cooldown
Arin meditates briefly, honing his focus and becoming one with the element of his choice. ...For a time, at least.
Arin channels the primal forces of his current element, empowering himself in some way.
WIND - For the next two turns, Arin can attack twice. Once at the start of the turn & once when he normally could.
EARTH - Arin only takes 50% damage this turn. For the next two turns after, he takes 75% damage instead.
LIGHT - Arin gains five stacks of Radiance. Each stack increases his stats by 10%. One stack fades per turn.
DARK - Become Etheral for three turns. While Etheral, Arin cannot use, nor be effected by physical attacks & skills. Additionally, magic is 150% effective against him.
FIRE - All burn damage dealt is doubled for the next two turns.
WATER - Add three Tidecaller stacks. Arin can then expend as many stacks as he wants, healing for 10 SP & HP per stack used.

_____

Elemental Attunement - Passive
After much internal debate, Arin finally decisively makes up his mind. ...For a while, at least
If Arin stays in one element for three turns in a row, he gains a bonus effect for as long as it's active.
WIND - 25% chance to avoid harmful attacks & statuses.
EARTH - Take 20% reduced damage from physical attacks & skills.
LIGHT - Magic applies a stack of Luminescence, amplifying all magical effects against the target by 5%. All stacks fade if a new instance of Luminescence hasn't been applied for three turns.
DARK - Absorbs the first harmful magic Arin is affected by, restoring 50% of his missing SP. Two turn cooldown.
FIRE - Basic attacks & Elemental Burst become Area skills, and can hit up to three targets.
WATER - Arin gets twice the number of Tidecaller stacks as he normally would.

_____

Spirit Burst - Prism Overdrive - Self, 100 SP, 10 turn cooldown
In a moment of desperation, Arin can unleash all his powers at once. Naturally, this has it's downsides if things aren't finished quickly
Arin gains all Affinity & Attunement effects until the end of his third turn after activation. In addition, all attacks & skills are magical VS the target's lowest defense stat. Afterwards, he loses all Affinity & Attunement effects for the next five turns.
Last edited by Dicearm on Sat Aug 24, 2013 6:25 pm, edited 22 times in total.

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Re: Spirit Warriors: SIGNUPS

Post by Spriterkid »

Username: Spriterkid
Character Name: Alfred Kenobi
Character Bio: Go to hell, me. (jk, I just can't be arsed to make one now)
Character Appearence: A skinny, pale fellow with buckteeth and huge glasses. He's the very definition of "geek" and "nerd".
Spirit Name: Dennis "The Boss" McAwesome
Spirit Appearence: A very fit guy with blonde hair that is very spiky, in fact, the hair can cut through steel. His blue eyes pierce your very soul (or should I say spirit?), even behind those awesome sunglasses of his. He also shows that he doesn't need a shirt, wearing only jeans, a longcoat and sneakers. He's also tan.
tl;dr Imagine Kamina, only 9999999999999x more awesome
Stats: (1400 points to spend)
HP: 400
SP: 200
ATK: 300
DEF: 100
MAG: 0
WIS: 0
AGI: 400

Innate: Awesome Overflow - "I'm just too good." Dennis overflows with awesome, and its aura hits other spirits, dealing 5% Max HP (min. 1 HP) damage to everyone else per turn.

Skills: (Skills can be Single-Target, Area (more than 1 player), Field (all players/field affecting), Self (buffs and heals and such) and Passive (always activated).
Skills have an SP/HP cost and cooldown (of a certain number of turns). Other things are at the discretion of the player.)

Skill 1: Cracking the Knuckles - "Let's do this."(Self) (20 SP) (3 Turn Cooldown) Dennis cracks his knuckles. His next normal attack is counted as having 10000 AGI, and deals 20% additional damage.

Skill 2: Infinity Rock Explosion! - "What a sorry excuse for a spirit." (Field) (40 SP) (8 Turn Cooldown) Dennis snaps his fingers, making the entire arena explode. All enemies have 1 AGI for the next 5 turns as the arena is somehow now space.

Skill 3: The Bold and the Brave - "I am the innovator, you are the imitator." (Single-Target) (X SP) (X Turn Cooldown) Dennis selects an opponent, and copies a technique. Its SP cost and cooldown are the same as the technique's. Damage dealt by the techniques is calculated with Dennis' stats.

Spirit Burst: 5 Finger Technique: Ultimate Brofist - "Hey bro, how's it goin'?" (Self) (100 SP) (10 Turn Cooldown) Dennis McAwesome brofists God itself. Dennis' stats, including HP and SP, are all doubled for 2 turns.
RIP Ed Balls

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Re: Spirit Warriors: SIGNUPS

Post by ShadowSpectre »

Username: ShadowSpectre
Character Name: The Spectre/The Shadow
Character Bio: ██████████████████████████████████████████████████████████████████████████████████████████████████████████████
████████████████████ERCY O█████████████████████████████████████████████████████████████████████████████SE SPAR████, GOD, ███████
███████████████████████████████████████████████████████████
Character Appearance: ██████████████████████████████████████████████████████████████████████████████
██████████████████████████████████████████████████████████████████████████████
Spirit Name: Tenebris
Spirit Appearance:
Specifics; ██████ red streaks across ████████████████████ HEL██████████████ eyes ██████████████████████████████████████ uses an axe and a strange double bladed dagger that ██████████ OH G██

Stats: (Change Counter)
HP: 300 (50)
SP: 50 (50)
ATK: 200 (50)
DEF: 300 (50)
MAG: 0 (50)
WIS: 250 (50)
AGI: 300 (50)

Innate: Shadow Of Change
Tenebris' stats cannot be changed by any opponent. This includes maximum and current stats for all stats, including adjustments to Tenebris's damage output, but excluding HP. However, all changes that would normally occur are noted in a Change Counter for each stat.

Tenebris cannot be damaged by any attack or ability beginning from the second consecutive use of that attack or ability against Tenebris. This includes regular attacks, active skills, passive skills, innate skills and multiple phase skills or attacks (for which only the very first phase will cause any kind of damage). This occurs even if there are turns where the opponent does not target Tenebris. When an attack fails to damage Tenebris in this way, the damage that would have been done is added to Tenebris' HP Change Counter. Tenebris cannot be affected by status ailments that do not damage him, and he takes twice as much damage from such ailments.

"Attacks", Active skills and Passive skills are considered separately per use per opponent (not per target); the definition being "per opponent" means that horde skills or stacks from minions are condensed into one effective opponent; a regular attack, regardless of being physical or magical, is considered a regular attack; active skills that have cooldowns are not considered used consecutively if an attack is used or a different active skill is used between uses of the skill in question, but active skills with no cooldowns are liable to be considered used consecutively if so used; passive skills are all considered to be used consecutively after the first turn. This is illustrated in the following:

e.g. 1: Enemy uses a regular attack against Tenebris. Tenebris takes damage. Enemy has a passive ability that causes damage against Tenebris. Tenebris takes damage.
2: Enemy makes an attack against a different opponent and does not target Tenebris. Enemy's passive ability causes damage against Tenebris. Tenebris does NOT take damage from this ability. Enemy also activates a second passive ability that causes damage to Tenebris. Tenebris takes damage from this ability.
3: Enemy uses a regular attack against Tenebris and the passive abilities occur again. Tenebris takes damage from none of the sources.
4: Enemy uses an active skill against Tenebris. Tenebris takes damage but does not take damage from the passive abilities.
5: Enemy uses a regular attack against Tenebris. Tenebris takes damage from that attack, but again does not take damage from the passive abilities.
6: Enemy summons a minion who immediately attacks. Tenebris takes damage from this attack. Tenebris does not take damage from either passive ability. One of the passive abilities wears off this turn.
7: Enemy makes a regular attack against Tenebris. Because there was a gap between moves made against Tenebris and the last move used against Tenebris was a regular attack, Tenebris takes no damage. Tenebris takes no damage from the minion and no damage from the passive ability.
8: Enemy refreshes the second passive ability. Tenebris takes damage from this passive ability, but not from the other, and the minion deals no damage.
9: Enemy makes a regular attack. Since the second passive was activated last turn, it is counted as an attack made against Tenebris, and so the regular attack does damage. However, neither passive nor minion do damage.

In all cases where Tenebris does not take damage, the damage that would have been dealt is noted in the HP Change Counter.

Tenebris cannot regain HP or SP in battle in any way not specified by his abilities.

Note that Change Counters only note the change; the nature of the change (increase or decrease) is ignored. As such, the Change Counter is the total of the moduli of the changes that are "added" to it. A decrease of attack by 50 and an increase of attack by 40 does not cause the change counter to decrease by 10, but increase by 90. Also note that all counters can be changed by more than one method; should multiple instances of change occur for whatever reason, all changes are accrued in the relevant Counter(s).

Change Counters all start at 50.

Skill 1: Shadow Of Fear
Costs 50x SP to activate
Variable Cooldown
Single-Target Active; by paying 50x SP where x can be any number, Tenebris may target one combatant on the field. That opponent cannot defend and cannot select a target for regular attacks other than Tenebris on the field of battle for x turns. That opponent can only use self and passive skills for the duration of this skill. This ability has cooldown equal to (x+1) turns.

Skill 2: Shadow Of Doubt
Field Passive; at the end of each turn, (20+number of times other combatants failed to change each of Tenebris' stats since the start of the battle for any reason)% rounded down of other combatants' maximum HP is added to Tenebris' HP Change Counter. Opponents lose no HP as a result of this effect. At the end of each turn, all of opponents' stat changes this turn (to the maximum or current values, excluding HP) are added to Tenebris' respective Change Counter(s).

Skill 3: Shadow Of The Day
Self Passive; at the start of every other turn, beginning from the very first turn, all of Tenebris' Change Counters are added to their respective stats' maximum values and replenished by the same amount. All Change Counters are then reset to zero. If a Change Counter is zero when this ability occurs, that Change Counter is increased by 50 and is not reset to zero this turn.

Spirit Burst: Shadow Of A Smile
Costs 100x SP to activate
Variable Cooldown
Special Active: By paying 100x SP where x can be any number, Tenebris may negate all skills (active, passive and innate) a number of turns equal to x. These turns can be distributed between any and all combatants (including Tenebris himself) on the field as Tenebris chooses.

e.g. On the field are four combatants, Tenebris and three enemies. Tenebris activates Shadow Of A Smile and pays 500 SP. Tenebris could distribute the effects of Shadow Of A Smile in ratios such as 2:1:1:1, 3:1:1:0, 5:0:0:0 and so on.

Shadow Of A Smile has cooldown equal to (x+1) turns.
Last edited by ShadowSpectre on Sat Aug 24, 2013 6:33 pm, edited 26 times in total.
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Re: Spirit Warriors: SIGNUPS

Post by mmxpert »

Username:mmxpert
Character Name: Shoken Ryudan
Character Bio: A practitioner of the sacred arts of ninjutsu, he knows the original techniques of the first masters, which were passed down in his family for generations.He is often sent on assassination missions, which he accepts as he pleases, even though his policy is to only assassinate the "bad guys", the money sometimes changes his mind. He prefers to use bladed weapons due to the stealth and his expertise with them, but can resort to using guns if needed. (of course, the silent type)
Character Appearance :You don't get to see him, but if you do, he is wearing ninja armor with active camouflage and has a 44 hidden weapons in it.
Spirit Name: Joe Hayabusa
Spirit Appearance: demonic ninja which keeps fading in and out and teleporting.

Stats: (1400 points to spend)
HP: 40
SP: 200
ATK: 1060
DEF: 40
MAG: 0
WIS: 40
AGI: 0

Innate: ninjutsu: No matter the circumstances, Shoken will always act first in any turn, additionally, all his skills' damage is based purely on his attack stat.

Skills: (Skills can be Single-Target, Area (more than 1 player), Field (all players/field affecting), Self (buffs and heals and such) and Passive (always activated).
Skills have an SP/HP cost and cooldown (of a certain number of turns). Other things are at the discretion of the player.)

Skill 1:Shadow rush (Field) (0SP) (3 turn cooldown): Shoken attacks all enemies, his damage is based on his stats and generally increased, but decreases for every enemy hit. In addition every enemy gets marked with a ninja bomb that explodes dealing damage equal to 10% of their HP after three turns, damage increase from assassination applies, and if he kills an enemy with the bomb while assassination is up, his attack permanently increases by a small amount.

Skill 2:Assassination (single-target) (50SP) (4 turn cooldown): Shoken takes 75% reduced damage for two turns and deals 75% more damage to the enemy during the next turn. Additionally a percent of the damage received will be dealt on the next turn.

Skill 3:Mark of the ninja (single-target) (30SP) (2 turn cooldown): Inflicts a combination of two random status effects on an enemy and makes them unable to act for one turn.

Spirit Burst: As one: (Area) (80SP) (6 turn cooldown) :Shoken summons several (dunno what's too OP, what's not) clones of himself. Each clone is weak to one type of attack and has 65% of shoken's health, clones are not damaged by any attack except for the one they are weak to and they attack every two turns. All clones count as one attack, which's damage decreases as the number of clones present drops.
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Re: Spirit Warriors: SIGNUPS

Post by Halico »

Username: Dualer
Character Name: Suken
Character Bio: (optional)
Spirit Name: Halicon
Stats:
HP: 150
SP: 250
ATK: 300
DEF: 150
MAG: 350
WIS: 200
AGI: 0(see Illusion Speed)

Innate: Illusion Speed
AGI = maxSP+MAG+WIS+(ATK+DEF)/2.
For each 100 speed gained this way, Halicon gets 1% to dodge chance and accuracy.
There's also no way to debuff her AGI directly.

Skills:
Skill 1: Phantasmagoria Capturing Web
Field
SP cost:25
Cooldown:2 turns
Magic attack that uses MAG for damage calculation, very low damage, targets all enemies and they can't do anything until next turn, if someone else somehow acts before her, then they can't do anything on their next turn.

Skill 2: Wave Blast
Area
SP cost:25
Cooldown:1 turn
Physical attack that uses AGI for damage calculation, anyone in the way will also receive damage.

Skill 3: Spirit Drain
Passive
Normal attack drains 25% of target's maxSP, or whatever the SP target has left if below 25%, and drains 50% of damage dealt with her normal attack.

Spirit Burst: Hypersonic Strike
Field
SP cost:100
Cooldown:5 turns
Targets all enemies, uses AGI for damage calculation and ignores defenses, very strong.
Last edited by Halico on Sat May 11, 2013 2:26 am, edited 3 times in total.
Whee.

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Re: Spirit Warriors: SIGNUPS

Post by White Glint »

Username: Koko B. Crimson
Character Name: Crimson P. Steam
Character Bio: Pending
Character Appearence:
Spirit Name: Grey Crash
Spirit Appearence: Image

Stats: (1400 points to spend)
HP: 300
SP: 200
ATK: 40
DEF: 130
MAG: 340
WIS: 100.
AGI: 290

Innate: Self-Restock: The user regens 10 SP each turn.

Skills: (Skills can be Single-Target, Area (more than 1 player), Field (all players/field affecting), Self (buffs and heals and such) and Passive (always activated).
Skills have an SP/HP cost and cooldown (of a certain number of turns). Other things are at the discretion of the player.)

Skill 1: Crash Bomb: Area-based bomb that explodes on impact, those around the target (eg. if target is middle the ones next to it take damage) take only 40% of the damage, Bomb Element
Cooldown: 2 Turns
SP Cost: 30

Skill 2: Dive Missile: An accurate one-target attack that has a higher hit rate than his other skills. Water/Missile Element
Cooldown: 4 turns
SP Cost: 50

Skill 3: M. Buster: The user fires a bullet that deals damage, can hit anything, single target, less damage than the bombs, No Element
Cooldown: 0 Turns
SP Cost: 0, weakest attack requires none.

Spirit Burst: Nuclear Fire: The user fires a insanely heated explosive at the area, no damage reductions, 30% of burn, high damage, Fire/Bomb element, User takes 50 damage.
Charge Time: 3 Turns
Cooldown: 6 Turns
SP Cost: 100
HP Cost: 50
Last edited by White Glint on Fri May 10, 2013 11:26 pm, edited 2 times in total.
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Re: Spirit Warriors: SIGNUPS

Post by Garoslaw »

Username: Garoslaw
Last edited by Garoslaw on Sun Jun 02, 2013 4:11 pm, edited 3 times in total.

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Re: Spirit Warriors: SIGNUPS

Post by Spriterkid »

Scarlet Fighter wrote:I guess I will reserve a spot.
A question: What can the character be?
I have a nerd with a kamina x infinity spirit, Hyphen is gonna have a loli and Dice has a wizard Cubone.
If that doesn't tell you to be creative then I don't know what will.
RIP Ed Balls

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Re: Spirit Warriors: SIGNUPS

Post by Halico »

viewtopic.php?f=131&t=2437&start=6" onclick="window.open(this.href);return false;
Whee.

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