We have serious talk enough on here; this thread is for making up your own cards and it can be either creative or ridiculous. So, make your own character, give it health and innate, moves, etc. Cubicus The Gelatinous Cube Innate: If the opposing player switches out, the character that comes in enters with 20 less energy. 80 HP 100 EN Move 1: Sticky Goo: 10 Energy, 12 Dark Magic damage, speed 5, close. An opponent hit by this loses 10 HP if he chooses to switch out within the next 2 turns. Move 2: Devour: 90 Energy, 90 Dark Magic, speed 2, close. Devours the opposing character whole. Move 3: Blinding Goo: 40 Energy, 16 Dark Magic, speed 6, close. Reduces hit chance by 10%. Move 4: Shoot Object: 35 Energy, 25 Physical damage, speed 6, far. Chance to reduce energy by 5 if hit.
Play less amorphous+ Edit: I guess I'll move from captain obvious to some contribution - Rival Id Dins The Game Designer HP: 75 P:0 L:0 D: 0 Innate: "hasty patch" - +6 defence to the stat corresponding to the opponent's strongest multi-hit. Low Strong - 20 energy, 5 light damage, 10 speed, close, 95% hit. 80% chance to interrupt. Curse of Chipp - 50 energy, 0 damage debuff, 1 speed, both. 90% proc. Neither player can switch characters for 3 turns. Generic Move That's Too Good - 20 energy, 8 dark, 5 speed, both. 100% hit - 100% chance to reduce dark resist by 2 for 4 turns. Ring Out - 80 energy, 0 damage, 1 speed, far. KOs fleeing opponents. *ahem* anyway.
This thread was already started, except some people were serious : http://www.sirlin.net/forums/showthread.php?t=425 my two contributions:
This is not exactly ridiculous, but I might as well take advantage of a fresh card thread, no? Pelades The Crossbowman Card Group: The Militia (I just might design the other 4 cards while I'm at it.) 65 Health / 100 Energy 3 Physical Resist / 2 Light Resist / 1 Dark Resist Innate Ability: Intercepts deal 10 damage to resting opponents instead of failing. Move 1: Point-Blank Shot Physical Attack - 48 Damage - Costs 30 Energy - Speed 5 - Close Range Only - 60% Hit Rate Low hit-rate but deals high damage. Move 2: Impaling Bolt Physical Attack - 32 Damage - Costs 60 Energy - Speed 3 - Far Range Only - 95% Hit Rate Very high chance (75%) to strike through to an additional opponent. Move 3: Field First Aid Light Magic Self-Recovery - Costs 15 Energy - Speed 2 - Both Ranges Heals you for 5 hit points. Removes up to 2 poison, bleed, or burn effects. Move 4: Cover & Wind Up Physical Self Buff - Costs 10 Energy - Speed 10 - Both Ranges Raises all resistances by 4 on this turn. Raises attack damage by 12 next turn.
Impressario Raiddinn, the Beatdropper Innate All characters on the team regenerate an additional 1 HP per turn whether this card is in play or on the bench. HP 75 Energy 100 Psalm of Veeshan mana 0 Speed 10 Increase all resistances for the whole team by 5 for 10 turns. Dual Sword Slash mana 10 Speed 6 Deal 8 x 2 physical damage Chant of Flame Mana 10 Speed 10 Deal 20 light damage Boastful Bellow Mana 100 Speed 10 Deal 1 damage that cannot be resisted. Stun the opponent. Reminds me a lot of my old Everquest character. Penney
Enis, the Sporn creature Innate: Every 4 turns, he gets a 'charge' which lets him use his 'cannon' move. Mushroom slap: 30 en, 30 damage 30% chance of knocking the enemy out of battle. Close only. You're in: 20 energy 20 damage, 50% chance of burnung the enemy. Call 'Master Bates': takes 1 turn off innate, 20 energy both ranges. 'Cannon': 40 en 80 damage, both ranges. Move with lots of potency, if you catch my drift.
Johnny Suicide, The Hostage Taker Innate-Each turn has 5 percent chance to kill himself HP 100 Misplaced Grenade Energy 30 Speed 6 Deals 30 damage to self and 50 damage to enemy. Take Hostage Energy 70 Speed 10 Any damage Johnny takes in the next turn is also inflicted on a random enemy "hostage" in the opposing deck. Lockdown Energy 50 Speed 4 Johnny cannot take any damage for one whole rounds. SUICIDE Energy 100 Speed 10 95% to kill Johnny, 5% to kill the entire opposing team. Not joking.
Pelades would have energy issues, but sounds cool. Jhonny suicide... Not so much. Interesting, though. Maybe if his suicide move was 75% chance to kill himself, 20% chance to deal 40 damage to himself, and 5% chance to kill the enemy team, it would be a bit less... useless sounding? Anyway, see the other thread for my Phoenix Wright character. Now....*some spoiler warnings for the Phoenix Wright games, I guess* Your Honor, the Judge (does he have a name? I never caught it in four games). HP 75 2/3/1 Innate: 10% chance to interrupt enemy moves speed seven or lower automatically, no energy loss. Gavel strike: Physical 10 x 3, energy 35, speed four, 50% interrupt chance. Subpoena: Energy 40, Light damage 12, 80% chance to drag in an enemy character. (perhaps a "bonus" to the enemies chances if they have high dark resistance. Heh.) The Verdict: 90 energy, any range. 50% chance to kill the enemy, 50% chance to fully heal him. Random speed. Order in the court: Hit's all enemies, 15 light damage, 45 energy, speed four. ==== Von Karma, the Perfectionist. 40 HP. 2/0/5 Innate: 50% chance to fully negate all damage and effects applied to him that turn. Objection!: 20 dark damage, 45 energy, either range, speed 8, interrupt 66.6...% Stun gun: 25 light damage, 50 energy, long range, speed 7, stun chance 50%. Counter-argument: 30 energy, speed 3, both ranges. Negates the damage of any attack FASTER than it and reflects 50, 75, or 100% of the damage. One turn cooldown. Headbang: 15 damage, 60 energy, close only. No effects. Please note these characters were designed to be 90% flavor and 10% balanced.
I just noticed I never put hit percentages on my attacks, but it doesn't really matter since this is just crazy ideas. Also, in the original thread, I find it hilariously awesome how the babylonian with the subname "the joker" had a move "magic trick." That has prompted me to make a character for The Joker (from batman). Joker The mad dog 80 HP 2/0/7 Innate: 15% chance to complete his action, dodge the enemy attack, and switch out to one of your characters. If it activates with only him left, skip the switch out part. Magic trick: 100% hit, speed 8, 40 energy, 30 dark damage, close only. 50% proc to make the enemies item disappear. RPG: Long range only, speed 4, 60 energy, 50% chance to deal 60 physical damage, 50% chance to deal 35. 20 damage hits fleeing. 100% hit rate (though the "miss" would be the 35 damage). Grenades on a string: 80 energy, speed 10. If the joker is killed the turn this is activated or the next, the active character takes 50 resistance immune damage and all benched characters take 30 damage. Any range. Why so serious: Close only. 25 energy, 15 dark damage, 70% 5 bleeding proc.
I am not really experienced on analyzing move's energy and stuff, but well, there it is: Pete The Magical Penguin Peck (close): 25 energy, 3x10 physical damage, 40% to bleed 3 for 45 turns. Hyper-Dimensional Teleport (any range): 30 energy, moves Barney to the opposite range. Super Magical Purple Powder Thing (far): 50 energy, 45 light damage, 75% to stun. Zen Mastery (any range): 35 energy, 75% to dodge the enemy's attack this turn, buff: increases light, dark and physical defense by 1. Innate: 25% chance per turn to make the enemy become purple.
Jeez... I don't know whether that was supposed to be funny or just entirely retarted, but it didn't manage to be the first one. The thing about making "flavor" characters is that they have to be A: things people would reasonably know about in detail enough to get the references and B: To actually HAVE references. I qualify as somebody who wouldn't know barney references, but since when could he teleport, throw purple dust, or was a zen master?
Huh.. my apologies. I tend to do stuff like that. But hey, it didn't help that the title of the thread is "Ridiculous cards". Hm? Well, okay. Well, I just thought "Barney" would be a fitting name for a magical penguin. I thought the name kinda late, because I remembered cards in Kongai have names, so I had to follow the pattern. Just "Magical Penguin(s)" wouldn't be enough. No, you don't get it! He is a Magical Penguin. Magical penguins are penguins which have control over purple magic. Think of it as one of those meditating monks or Gandalfey old wizards or whatever. But this is one is a penguin. And it has magical powers. Indeed, he is a smart kind, so he doesn't just go "Fireball! Fireball! Fireball!! Burn!!", but instead he chooses (relatively) varied tricks. That is why he is able to teleport around. Then, he is able to peck at melee range. This is because he is a penguin. Then, he has powerful purple magic powers. This includes attacking with the powder or using his inner zen strenght to form a purple shield around him, which is used as an defense. I was in doubt about including it in the title ("Zen Purple Shield Mastery"), but I thought the card had gotten enough with the other powder spell. But my point is that the character makes sense as a whole (at least in my mind!). I mean, since he is kind of a wizard, he can teleport around. And by manipulating purple magic, he can either use it to attack the enemy or to protect himself.
Here's the second member of The Militia. Probably out of place here as these are my serious attempts at playable cards, but I can introduce them here for first impressions, at least. Merric The Halberdier 65 Health / 100 Energy 4 Physical Resist / 0 Light Resist / 2 Dark Resist Innate Ability: Attacks ignore physical resistance. Move 1: Thrust Physical Attack - 8 Damage - Costs 20 Energy - Speed 6 - Both Ranges - 90% Hit Rate Damage is doubled when used at far range. Move 2: Executioner Dark Magic Attack - 70 Damage - Costs 75 Energy - Speed 1 - Close Range Only - 100% Hit Rate An overwhelming deathblow. Move 3: Wild Swings Physical Attack - 8x4 Damage - Costs 55 Energy - Speed 4 - Close Range Only - 90% Hit Rate If opponent switches out, attacks the incoming opponent instead. Move 4: Field First Aid Light Magic Self-Recovery - Costs 25 Energy - Speed 2 - Both Ranges Heals you for 10 hit points. Removes 1 poison, bleed, or burn effect.
Esoto, I assumed that, given that he turned people purple and some people actually thought barney was supposed to be a penguin, you were referencing the dinosaur. How people thought barney was a penguin I will never know, but I've actually heard that before.
Oops. I guess that was a bad choice for names then. I am going to rename him. I cannot let people mistake my magical penguins for these evil purple fake dinosaurs!
Here comes a beast of purest yomi. Explodoman Innate: Explodoman cannot be damaged while on the bench. 1 HP. Stickybomb - 99 speed, 0 en. 100% hit, 30 physical damage. Hit's fleeing. Proximity Mine - 99 speed, 0 en. 100% hit - deals 30 physical damage if the enemy attempts to intercept this turn. Cover the Fuse - 99 speed, 0 en. 100% proc - Explodoman is immune to damage this turn. Can't be used two turns in a row. The Big One - 99 speed, 0 en. 100% hit - deals 100 damage and kills Explodoman. Cannot be used on a turn where Explodoman has just entered play (that is, when the game starts or when he's switched in).
I know he's supposed to be broken, but wouldn't he just be super yoshi who takes out the next character as well?
Third member of the Militia: Gustave The Quartermaster 55 Health / 100 Energy 3 Physical Resist / 3 Light Resist / 0 Dark Resist Innate Ability: Shares the effects of his equipped item with all allies. Move 1: Mace Strike Physical Attack - 22 Damage - Costs 30 Energy - Speed 3 - Close Range Only - 95% Hit Rate High chance (70%) to reduce physical resistance by 2 for 10 turns. Move 2: Field Rations Light Magic Team Buff - Costs 45 Energy - Speed 3 - Both Ranges Increases maximum energy of all allies by 5 for 5 turns. Move 3: Pour Oil Physical Team Debuff - Costs 10 Energy - Speed 5 - Far Range Only - Hits Fleeing Enemy range-changing costs increase by 5 for 3 turns. Move 4: Ignite Oil Dark Magic Team Debuff - Costs 20 Energy - Speed 7 - Both Ranges - Hits Fleeing Can only be done after pouring oil. Burns all enemies for 6 damage each for 3 turns.
The quartermaster, as a serious character, looks tremendously UP to me. I'm all for a good buff/debuff character (see Ubuntu) but I'd like him to have some potential for not sucking ass.
Batman, The Dark Knight 70hp 2P/2L/3D Innate: Opponent cannot switch out on the turn Batman comes into play. Flurry of Blows Physical, 8x5 damage, 40en, 8 speed, close, 95% accuracy. Acrobatics Physical, 0 damage, 10en, 9 speed, close/far, 100% accuracy. Gives 50% chance to dodge all attacks for the current round. Batarang Physical, 30 damage, 30en, 6 speed, far, 100% accuracy. Has a 80% chance to hit on fleeing. Prepare Dark, 0 damage, 20en, 5 speed, close/far, 100% accuracy. If this move hits first, Batman gains a permanent +1 to all resistances and +1% critical chance.
Chris Hansen, The Pedo-Blocker 50 hp 3P/3D/3L innate=opponent cannot switch out Take a Seeeeaat Physical, 0 damage, 40 energy, 10 speed, 95% hit, close range, stuns 100% proc Right over theerre Physical, 10 damage, 40 energy, 10 speed, 100% hit, close range, only usable after 'take a seeeeaat' and has 60% chance to stun So what are you doing here? physical, 30 damage, 40 energy, 10 speed, 100 hit, close range, only usable after 'right over theerre' and has 50% chance to stun You can go now physical, 50 damage, 40 energy, 10 speed, 100 hit,close range, only usable after 'so what are you doing here' and forces opponent to switch
Magina, the Anti-Mage Magina has a 50% chance to avoid light attacks. 70 HP 2/2/6 Mana Break 8 speed 20 energy 20 damage physical close range drains 20 energy from the opponent Blink close 8 speed 30 energy 0 damage dark changes range to close Blink far 8 speed 30 energy 0 damage light changes range to far Mana Void 2 speed 70 energy 0 damage dark (spell) both ranges Deals 100-opponent's remaining energy. Hits fleeing. Sol Badguy 85 HP 4/4/4 Sol Badguy regenerates 5 additional energy every turn. Gunflame 8 speed 35 energy 30 damage dark both ranges has a 50% chance to increase speed of all attacks by 3. Volcanic Viper 4 speed 40 energy 40 damage dark close range Hits fleeing, 40% chance to deal double damage. Grand Viper 6 speed 50 energy 20 damage physical far range Sets range to close. Has 50% chance to stun. Tyrant Rave 5 speed 65 energy 35x2 dark close range
Sinister, The Guitarist 70 HP 1/1/4 Innate : Deathbat Melody - Enemies suffer a hp degeneration of 1hp/turn Attacks : * Sad Ballad - 35 En, Both ranges, 0 Dark damage, hits fleeing, 4 speed All enemies receive -1 attack, -1 speed, -5 energy recovery per turn (UNSTACKABLE), 100% hit rate Lasts 5 turns Description : Sinister plays a saddening ballad, robs enemies of their will to live * Gates of Syn - 50 En, Long range, 35 Dark damage, 2 speed, 95% hit rate Drains 15 health per killed allies Description : Sinister plays a dreadful melody, calling upon fallen allies to take their revenge to the enemy. * Avenger Flame - 40 En, Both ranges, Dark buff, 10 speed, 100% hit rate Takes half damage for a turn, deals 1.5 times original damage to the enemy. Cannot be used twice in a row Description : Sinister burns in dark flame of revenge, dealing damage to enemies that dares to attack while protecting himself from some damage. * Guitar Bash - 10 En, Close range, 11 Physical damage, 3 speed, 90% hit rate 35% chance to increase your team's damage by 1 for 3 turns Description : Sinister bashes his enemy with a guitar (may draw the crowds wild!) Wow this is fun
Jojo, The Poorly Identified 70hp 0/2/4 Innate: Appears to be some other random character on the opponent's screen Slingshot of Doom 50 energy, far 50% chance to crit for 100 damage, 50% chance to hit the user for 100 damage Herbal Healing 40 energy, both Heal 30 damage 50% chance Jojo gets high and procs stun on himself for the next round Curse of Poison 30 energy, both 50% chance to inflict poison for 4x10 Knee Hax 40 energy, close 20 physical damage 50% chance that opponent's knee is haxed and they can't change range next round
Bobby Smith, the Slob 100 Health, 55 Energy Resistances: 3/3/4 Innate Ability Cannot change ranges. Yawn (Close) 0 energy, speed 3, 15 dark damage, 95% hit, 100% proc. Interrupts if it hits first. Fists of Fury(Close) 20 energy, speed 2, 9x2 physical damage, 95% hit, 80% proc. Increased chance of a critical hit. Button Mashing(Both) 10 energy, speed 3, 2x15 light damage, 90%hit, 5%proc. Chance to make himself bleed for 2 damage per turn for 3 turns. Power Bar(Far) 10 energy, speed 2, 50% proc. Heals 15 HP and has a chance to raise damage by 1 for 5 turns.
I actually really like this concept although Mana Void would have to either not hit fleeing or else should be something like 65-EN.
Cornelius Constantine, the Suave 80 HP 3/0/6 Voidstream 5 speed, 20 energy, 8 dark damage -2 dark resist on the enemy Blood burn 7 speed, 10 energy, -2 resistances and damages on the enemy Pilebunker 2 speed, 50 energy, 50 physical damage 25% chance to crit Hypnotic stare 6 speed, 30 energy, reflects the enemy attack Now this would be a seriously overpo-...oh wait
Wtf Ilk1986??? Kongai - Allstars? I would like to see dual-colored characters and items: Kagemaru, the undead Ronin(Vimpire,MA) Scorn, the cultist/the heretic(Vampire,Vilager) Gerard, the crusader(Pirate,Knight) Deadly poison, Tiger claw (Used by Vilagers and MA) Valkyrie Charm, Sacred candle (Used by knights also) Stuff like that anyway...^^
Y05h1r0, the Hacker 70hp 0/1/6 Innate: Hack the RNG 10% chance to dodge an attack (actually 50%) Open Palm, 8 speed 15/18 25%, proc stun (actually 60%) Chi Blast, 8 speed 60/45 50%, proc burn (actually 75%) Rising Dragon, 9 speed 30/25 hit fleeing, 50% proc to cause the next opponent to enter to be graphic glitched Chi Reflect, 10 speed, both ranges, 0 energy, reflects everything (because he hacked the move)
Sarah The Crazy Cat Lady Innate: Sarah's attacks drain her opponent of 5 energy. HP: 75 EN: 100 Abilities: Catstream: 20 Energy, both ranges, speed 5, Physical An opponent affected by Catstream has their physical resistances reduced by 2. Cat Swarm: 35 Energy, far, speed 3, Physical Cats swarm the enemy character Cat Food: 30 Energy, both ranges, speed 7, Physical All cat attacks are increased by 4 damage for 2 turns. Throw Cat: 25 Energy, far, speed 8, Physical If this hits first, it has a chance to interrupt the opponent's action. Yes, I am aware that this is similar to a certain character we all know of.
Johnny Air pirate extraordinaire HP:60 EN:100 2/5/1 Innate: Noone is safe: The physical armor of the opponnent is set to 0. Glitter is gold: 90%, 10EN, both, speed 4, 3 phys Throws a cursed coin at the opponnent. Should it land, it increases your physical dmg for one attack by as much as much dmg it dealt (so landing one will increase it by 3, landing a second one will deal 6, increasing the strength of all your physical strikes by 6), against that opponnent. Mist finer: 95%, 80%(interrupt) 30EN, close, speed 6, 3*6 phys Johnny unleashes a flurry of blows. Has a high chance to interrupt the opponnent. Mist stance: 100%, 0EN, both, speed 5, light Johnny goes into a stance to prepare for his attacks. Your attacks cost 10 less EN, and their speed is increased by 2 for 3 rounds. Jackhound: 100%, 80%(stun), 50EN, both, speed 9, light 15 A dashing slash so dazzling fast that it is near impossible to dodge and leaves you dazed. Interrupts switching, high stun chance. And, for the "defense of the kongai": Yurnero The Juggernaut HP: 70 EN: 100 5/2/2 Innate: Healing ward. All your characters recover 1 more hp while on the bench (including Yurnero). Whirlwind: 95%, 30EN, close, speed 6, phys 10 A slash so powerfull that it repels any kind of magic, and damages even those that are out of its reach. Hits all opponnents, and Yurnero is immune to all light and dark magic attacks for this turn. Can not be used twice in a row. Omnislash: 95%, 80 EN, both, speed 7, 15*7 phys Yurnero goes into a frenzy, and attacks all living opponnents at once. randomly distributes 7 blows, that deal 15 dmg each (switching out makes this attack fail completely). Dance of Swords: 50%, 40 EN, both, speed 3, light Yurnero starts his deadly dance... 50% chance that your attacks deal an extra 20 dmg next turn. Jumping Slash: 95%, 50%(crit) 40 EN, close, speed 7, phys 30 A jumping downward slash, that can slice an opponnent in half. High crit chance. I was going for interesting mechanics instead of plain emulation, but eh...
Bob The accountant 65HP 0/0/25 (he's an accountant! Those things are the foulest evil to ever thread this planet!) Innate: the opponent cannot switch out. Yeah, Bob copied Tafari. See how evil they are? Moves: Harass: The enemy loses 100 Energy and cannot rest for the next 666 turns. Speed 11, energy 50, Dark magic, Acc 100%. Back To Work: Bob ignores the enemy for 50 turns. Unlocked by Harass. Speed 1, energy 100, Dark magic, Acc 100%. The opponent has to press buttons during that time (little choice but pass+intercept), but Bob automatically passes. Coffee Break: Bob drinks coffee while trying to hit on that sexy secretary. 0% chance to proc "Seduce" effect. Unlocked by Back To Work. Speed 1, energy 100, Physical, close, Acc 100%. Annoy: Bob pelts his opponent with small paper pellets and various assorted annoyance techniques. Unlocked by Back To Work. Speed 5, energy 100, damage 11, Dark magic, both ranges, Acc 32.783%. Rocky The Pet Rock 95HP 8/0/0 Innate: immune to stun, interrupts, poison and bleeding. Moves: Do nothing: Rocky does nothing. Speed 0, energy 0, damage 0, Physical, both ranges. Trip: The opponent trips on rocky and falls. Ouch! Speed 1, ernergy 0, damage 10, Physical, close. Epic Slingshotting: Rocky finds a way to get himself propelled. Speed 10, energy 30, damage 25, Physical, far, kills any foe called Goliath. Andrieeeeeeeeeeeeeennne: Rocky starts beating dead cows. And dead horses, while he's at it. Speed 3, energy 90, damage -15 (he hurts his hands), Physical, both ranges.
Hell yes. Ms. Brown The Librarian Innate: Opponent takes 10 damage when they whiff an intercept. 65 HP 0/0/3 Book Loan: 40 EN, Spd 4, Close, 10 Physical, 100% Acc, 100% Proc Opponents moves become 2 slower. Indefinite duration. Can be removed by the opponent intercepting (regardless of whether it is successful or not). Overdue Fine: 20 EN, Spd 5, Close/Far, Dark, 95% Acc, 100% Proc Opponent takes 25 damage and loses 10 energy for every Book Loan debuff on them. Shh!: 45 EN, Spd 5, Close/Far, 15 Light, 90% Acc, 100% Proc Interrupts opponents attack. Read: 0 EN, Spd 0, Close/Far, Light, 100%, 100% Proc Heals you for +15 HP
I got more! I'll make a whole set if it's the last thing I do, damnit! *Insert Name Here* (I suck at names) The Scholar Innate: Copy opponents innate. 55 HP 1/1/1 Study: 40 EN, Spd 0, Close/Far, Physical, 100% Acc, 90% Proc Increases damage of attacks and intercepts by 30. 3 turn duration. Raises proc chance of Feint Attack and Kryptonite Strike by 30%. Power of Knowledge: 30 EN, Spd 7, Close/Far, 15 Light, 95% Acc Feint Attack: 45 EN, Spd 8, Close, Dark, 100% Acc, 40% Proc Dodge opponents next attack and deal 10 damage. Kryptonite Strike: 65 EN, Spd 7, Far, 25 Dark, 95% Acc, 15% Proc Opponent loses all energy. ------------ Item ideas: Scroll of Vitality: Gain 10 health when you rest. (May or may not apply when Ms. Brown uses Read. Depending on how generous I'm feeling at the moment.) Tome of Darkness: Increases damage by 15. You take 10 damage when you attack. Library Card: Increases max energy by 20. Glasses: 30% chance that your attack hits a fleeing opponent Bookmark: 30% to recoup the energy invested when you attack.
Innatus The Innate Person Innate: Innatus is immune to stat-lowering effects, critical hits, stuns, interrupts, poisons, enemy items, coffee, Fruit Roll-Ups, and some other things I have not mentioned. He also is immune to intercepts, and all of his moves hit fleeing. All opponents actions from range changing to attacks require +10 energy, and they do 20% less damage to Innatus. When an opponent attacks Innatus, Innatus has a 30% chance to automatically reflect the damage he might normally take back to the opponent. Innatus also has a 5% chance to remove all debuffs from himself and all buffs from the opponents. There is also a 15% chance that his attacks will sweep to all the opponent's characters. When an opponent's character dies, Innatus heals himself for 50 health. Innatus is also immune to Tafari's innate, so he can switch out against Tafari. Innatus's attacks cannot miss, and whenever the opponent misses an attack, Innatus deals 5 damage to the opponent's whole team. Attacks: Pitiful Strike: 10 Energy, 9 speed, close range, deals 1 of each kind of damage. A weak attack. Eat Sandwich: 20 Energy, 5 speed, either range, heals Innatus for 35 health. If the opponent attempts to switch out on this turn, Innatus gains +10 to his damaging attacks. Mind Blast: 80 Energy, 7 Speed, either range, deals 80 dark energy. Innate Generation: 40 Energy, 5 Speed, either range. Innatus generates a new innate not yet even seen in the game.
Onimaru, the Samurai: 85Hp Res:10/0/1 Innate: Onimaru is immune to criticl hits. 1)Sword Flurry: 6x6(Or 5x7)damage, 8 speed, 94% hit, knocks a debuff from Onimaru and a buff of the enemy. 2)Double Slash: 26x2 damage, 4 speed, 95% hit, High damage/energy Ratio. 3)Ancestral Spirit: 0 energy, 6 speed, Increases Onimaru's resistances by 3/4/5 for 5 turns. (Or increases damage and resistances by 1,2/3/4 with SF 5x7) 4)Ancestral Curse: 5 energy, 7 speed, Decreases enemy PR by 10, 50% chance to burn 25 energy. Haxx, the balanced character: 1Hp Res: 70/144/99 Innate: Haxx is immune to Poison/bleed/burn. 1)Useless move type 1: Stats dont matter, just immagine 1 crappy move. 2)Useless move type 2: Same as above. 3)Usefull move: 50 energy, both ranges, 1 speed, Deals 44 bleed damage over 2 turns. 4)Useless move type 3: You should get the idea by now... Haxx doesn't Hax because you should compare the whole characters not single traits each character has. He might have ultimate resistances and a pure damaging move that can 2 shot most characters, but he only has 1 HP, you can kill him with intercept, and he has 3 moves that are way lower than average. He is a character that adds to the game fun factor.
i c wut u did thare I agree that you should look at the character as a whole, and not individual parts. However there is a limit, and that is, "Is it fun to play?" A character with only 1 viable move could theoretically be fun to play, and if that's the case, and if it's balanced, then it doesn't need changing.
Jack Baxter (Crazy looking guy with glasses and a deck of cards) The Mind Reader 70 Hp Physical resist 2 Dark 2 Light 2 Inate : If Jack is struck with the damage type he just buffed he counter attacks for 24 damage. Ace of Clubs: 40 energy. Speed 10 Close/Far Physical resist +6 for one turn. Cannot be used 2 turns in a row. Ace of Hearts: 40 energy. Speed 10 Close/Far Light resist +6 for one turn. Cannot be used 2 turns in a row. Ace of Spades: 40 energy. Speed 10 Close/Far Dark resist +6 for one turn. Cannot be used 2 turns in a row. Card Shark: 40 energy Speed 5 Far Causes the enemy to bleed 6 damage for 3 turns. Physical type
And my version of the above: Jack Baxter (Crazy looking guy with glasses and a deck of cards) The Mind Reader 70 Hp Physical resist 2 Dark 2 Light 2 Inate : If Jack is struck with the damage type he just negated he counter attacks for 24 damage. Each successful negation after the first multiplies damage by 1.5. Ace of Clubs: 40 energy. Speed 10 Close/Far Negates Physical damage for one turn. If an attack of the same element is not used, Jack takes 10 damage. If a same element attack is used, heal Jack 5hp and restore 20 energy. Ace of Hearts: 40 energy. Speed 10 Close/Far Negates Light damage for one turn. If an attack of the same element is not used, Jack takes 10 damage. If a same element attack is used, heal Jack 5hp and restore 20 energy. Ace of Spades: 40 energy. Speed 10 Close/Far Negates Dark damage for one turn. If an attack of the same element is not used, Jack takes 10 damage. If a same element attack is used, heal Jack 5hp and restore 20 energy. Card Shark: 30 energy Speed 5 Far Causes the enemy to bleed 9 damage for 3 turns, causes Jack to bleed for 2 damage for 2 turns.
Lets at least try to make this guy playable. Jack Baxter (Crazy looking guy with glasses and a deck of cards) The Mind Reader 80 Hp Physical resist 5 Dark 5 Light 5 Inate : If Jack buffs himself and is subsequently hit by an attack while a buff of that type is still on him, the opponent takes 20 damage. One Eyed Jacks: 20 energy. Speed 10 Close/Far. 50% chance to negate Physical damage for two turns. Suicide Kings: 20 energy. Speed 10 Close/Far. 50% chance to negate Light damage for two turns. Deuces Wild: 20 energy. Speed 10 Close/Far. 50% chance to negate Dark damage for two turns. Royal Flush: 40 energy Speed 5 Far Causes the enemy to bleed 9 damage for 3 turns. Penney
Edited mine. I think he might be a little OP now I like how a mono-element character needs to not attack to kill him. Successful negate damage would scale 24>36>54>81. Scary :O Penney's has better move names though.
Higoshi, the Master Student. 75hp 3/6/3 Innate: 10% to dodge attacks and intercepts. Intercepts do 60 damage. Open Palm: 15 energy, 26 damage. 25% to stun, 30% to interrupt. Speed 8. Rising Sweeping Dragon: 30 Energy, 25 damage. Hits fleeing. 25% to stun. Speed 9. Chi Blast: 65 Energy, 70 damage. 50% chance to burn foe for 5 damage for 5 turns. Speed 8. Dashing Reflecting Chi Strike: 0 Energy, 20 Damage. high chance for critical hit. Reflects light attacks. Speed 10. u c wut i did thar?