A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)

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Caustic_Clown



Posts : 507
Join date : 2013-06-28

PostSubject: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Thu Jul 28, 2016 4:12 pm

Meet the Zodiac Sisters: http://cache4.asset-cache.net/xc/158952436.jpg?v=2&c=IWSAsset&k=2&d=0uPb3FEW45zkrGMh0Z7bFZU5Vxi2xg7u3qEwBiYkRROyRIn2--ouyV5GZBZ1RLWs0

Any adventurer foolish enough to stumble upon these vixens must battle their way through 14 midara in order to escape. Each one drops powerful scrolls, so it may be worth the risk in order to obtain magical treasures. An adventurer gets 10 points, which he can divide between Stamina and Willpower, though the difference between the two can never be bigger than two. An adventurer starts out with an Elixer and a Holy Water, which restore 3 Stamina and 3 Willpower respectively, though never above his maximum. Each turn an adventurer can execute a Willpower (0.5 damage) or Stamina attack (1 damage), Defend (halves damage), or use an item. If you desire other abilities, follow the same template as the midara profiles (3 passive, 2 actions, one costing 1 Stamina, the other costing 1 Willpower). Try to keep coherency in mind and don't go overboard with the powers (the GM has veto, but can also help you come up with abilities).  

If a midara is defeated, her items get added to the supplies and the next one appears (at random or at the GM's discretion). There are never more midara on the battlefield than there are adventurers, and everything operates according to Simple RP rules (evens=success, unevens=failures, criticals left in or out according to the GM discretion). All items go into a collective pool save for the ones you start with. Ideal party size is 3, though you can experiment with other sizes. No guarantees that any combination of Sisters isn't hilariously broken. Any items remaining at the end of the gauntlet or upon a party wipe can be kept for the next run.

Now the abilities of the lovely ladies in detail:

=Aries=
Stamina: 5 Willpower: 4
Description:
The fastest of the Zodiac Sisters, who uses her strong legs to run circles around any adventurer. She likes to finish her foes off with a headscissors move.
Abilities:
Victory Dance (passive)-Upon succesfully K.O.'ing an adventurer, Aries regains 1 Stamina or 1 Willpower.
Speedy Ambush (passive)-At the start of the battle, Aries gains a free Willpower attack against all adventurers in the party.
Double Time (passive)-Triggers once Aries reaches 2 Stamina or Willpower. During each of her turns, Aries can make an extra Willpower or Stamina attack.
Blur (action)-Costs 1 Willpower. Buff. For the next two turns, all adventurers must roll two successes in order to land an attack on Aries.
Dizzying Kiss (action)-Costs 1 Stamina. Upon a success, the target adventurer suffers 1 Willpower damage and gains the Dizzy Debuff for the next two turns. Whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self).
Reward:
Elixer, Holy Water, Scroll of Time Stop (grants the entire party an extra round, during which all attacks automatically hit)

=Taurus=
Stamina: 6 Willpower: 3
Description:
The strongest of the Zodiac Sisters, who uses her impressive stature to dominate her foes. According to her, the proper place of an adventurer is suffocating while she rides their face.
Abilities:
Ward The Weak (passive)-Any Stamina attack that does less than 1 damage automatically gets reduced to zero. Secondary effects may still take place, however.
Mocking Laughter (passive)-Any adventurer that misses an attack against her twice in a row suffers 1/2 point of Willpower damage as she laughs in their face for their pathetic attempts.
Quick Counter (passive)-When Defending, Taurus can make a free Stamina or Willpower attack against the first adventurer who targets her.
Kneel Before Me (action)-Costs 1 Willpower. Upon a success, Taurus uses her foot to force an adventurer on the ground and take a look up her dress. The target suffers 1 Willpower damage and gains the Enthralled Debuff for 1 turn. During the next turn, Taurus determines what the character does, which can include attacking his foes or using items to heal her.
Hump 'n Dump (action)-Costs 1 Stamina. Upon a success, Taurus lifts up an adventurer, gives them a quick snog and then tosses them at another adventurer, who must make a roll to dodge. Upon a failure, the second adventurer takes 1 Stamina damage. Upon a success, only the first adventurer takes 1 Stamina damage and 1 Willpower damage.
Reward:
Elixer, Holy Water, Scroll of Defense (reduces all Stamina and Willpower damage done to the party by 1/2 for two rounds)

=Gemini=
Stamina: 6 Willpower: 4
Description:
An inseperable pair of Zodiac Sisters, who double-team any adventurer they get their hands. Any adventurer who falls to their charms gets treated to a double whammy, where the two make out on top of him, one riding his dick, the other his face.
Abilities:
Team Work (passive)-The twins can do two standard Stamina or Willpower attacks per round (or one of each). This ability disappears if their Stamina drops below 3, as one of the twins gets knocked out.
All Alone (passive)-If their Stamina drops below 3 and one of the twins gets knocked out, the remaining Twin loses all abilities apart from her standard Stamina attack, but in her anger it now does 1.5 Stamina damage.
Two Sets of Eyes (passive)-When Defending, any adventurer must roll two successes in order to land an attack on the Gemini. This ability disappears if their Stamina drops below 3, as one of the twins gets knocked out.
Copycat (action)-Costs 1 Willpower. The Gemini imitate an attack one of the other Sisters used this round, if circumstances allow it. Look at the description of the ability to see if it makes sense.
Invincible Sandwich (action)-Costs 1 Stamina. Upon a success, the Gemini trap an adventurer between their bodies, kissing him side by side. He gains the Trapped Debuff, meaning he cannot take any action and suffers 1 Willpower damage each round until another adventurer lands a succesful attack on the Gemini or the Gemini take another action.
Reward:
Elixer, Holy Water, Scroll of Doubling (doubles all the damage and duration of Buffs and Debuffs the party causes during the next round)

=Capricon=
Stamina: 5 Willpower: 5
Description:
The swordswoman of the Zodiac Sisters, who enjoys slowly stripping the adventurers of their clothes. She is eager and skilled in wielding the other type of sword her antics may expose, giving legendary handjobs.
Abilities:
Parry (passive)-Automatically Defends against the first Stamina attack done to her every round.
Cut To Ribbons (passive)-If Capricorn lands two succesful Stamina attacks on a target, his clothes fall off and he is now Exposed, a Debuff that lasts for the rest of the battle, making him suffer 0.5 more damage from Willpower attacks.
Bodyguard (passive)-Capricorn is fiercely protective of her sisters and intercepts any attack on them. Until she is K.O.'d, all abilities that do Stamina damage automatically target her.
Focus Mind (action)-Costs 1 Willpower. Capricon automatically negates all Debuffs on herself.
Spinning Slash (action)-Costs 1 Stamina. Capricorn attempts to do a Stamina attack on each member of the party, and rolls are done for each. If more than two fail, she automatically does one Stamina damage to an ally (GM's pick).
Reward:
Elixer, Holy Water, Scroll of The Sentinel (automatically does 0.5 Stamina damage to any foe that lands a succesful hit on the party for two rounds)

=Leo=
Stamina: 6 Willpower: 5
Description:
The queen of the Zodiac Sisters, who leads them in all their naughty endeavours. Any adventurer that ends up in her mitts is taking away for a night of sensual, luxurious lovemaking in which even some of the other sisters may join.
Abilities:
Intimidating Entrance (passive)-The queen walks on the battlefield radiating lust and power. All adventurers must make a roll at the start of the battle and if they fail, they become Intimidated, doing 0.5 less damage for two rounds.
Order Around (passive)-Instead of attacking, the queen can order one of the other sisters to attack again. This must be either a standard attack, an Action or to Defend. It will only work if the sister actually has the remaining Stamina and Willpower to make the action.
Beacon (passive)-The queen inspires the other sisters, making them do 0.5 more Stamina and Willpower damage on standard attacks as long as she remains on the battlefield. However, if they lose her they become demoralized and do 0.5 less damage on standard attacks instead.
Ravish (action)-Costs 1 Stamina. Upon a success, the queen jumps her target, fiercely making out with him and dryhumping like there's no tomorrow. The target is so overwhelmed he takes 1 Stamina damage, 1 Willpower damage and loses any Buffs he might have had.
Fight Over Me! (action)-Costs 1 Willpower. Each member of the party must make a roll to resist the queen while she puckers up. Upon a failure, all the party members that failed must make another roll to fight over who gets to be the one who kisses the queen. Each succesful one suffers 1 Willpower damage, each one who fails take Stamina damage equal to the number who succeeded the second roll (so if A and B succeed and C fails, he takes 2 Stamina damage and A and B both suffer 1 Willpower damage).  
Reward:
Elixer, Holy Water, Scroll of Courage (restores 1 Stamina and Willpower to the entire party, cures any Debuffs, boosts their next attack by 0.5 and reduces damage during this round to 0)

=Virgo=
Stamina: 4 Willpower: 6
Description:
The innocent youngest of the Zodiac Sisters, who possess holy powers. Any adventurer that falls for her charms ends up spending a cute night in which he has to take the gentle lead.
Abilities:
Immunity (passive)-Virgo is immune to any and all Debuffs.
Pure Innocence (passive)-Any adventurer who lands a succesful Stamina attack on Virgo suffers from a guilty conscience and takes 0.5 Willpower damage.
Potency (passive)-At the start of each round, Virgo generates either 1 point of Stamina or Willpower.
Smite Sin (action)-Costs 1 Stamina. Calls upon the powers of heaven to smite the guilty and the lustful. Any adventurer who has taken Willpower damage this round automatically suffers 1 Stamina damage.
Healing Touch (action)-Costs 1 Willpower. Choose two out of three: restore 1 Stamina, restore 1 Willpower or cure any Debuff on the target. Cannot be used on Virgo herself.
Reward:
Elixer, Holy Water, Scroll of Purity (dispels and makes the party immune to all Debuffs for two rounds)

=Libra=
Stamina: 5 Willpower: 5
Description:
The middle child of the Zodiac Sisters, who possess magical powers of balance. She has an inexplicable fondness of 69'ing and mutual masturbation.
Abilities:
Even Out (passive)-At the start of her turn, Libra's Stamina and Willpower automatically even out, down to halfs. If she has 5 Stamina and 4 Willpower remaining, it changes to 4.5 Stamina and 4.5 Willpower. If she has 3 Stamina and 5 Willpower remaining, it changes to 4 Stamina and 4 Willpower.
Equivalent Exchange (passive)-When executing a Stamina or Willpower attack, the amount of damage Libra does is equal to the previous Stamina or Willpower attack that hit her.
Cosmic Balance (passive)-When Libra executes a succesful Stamina attack, all Debuffs on her move to her target and all Buffs on the target move to Libra. This includes the amount of time they will last.
Unbalance (action)-Costs 1 Stamina. The ground around the target goes topsy-turvy. On a success, one of the target's potions (Elixer or Holy Water) slips out of his pocket and breaks.
Matra Magic (action)-Costs 1 Willpower. The target gets a kiss which turns his world upside down. If succesful, the target's remaining Stamina and Willpower switch (cannot exceed maximum).
Reward:
Elixer, Holy Water, Scroll of Reversal (restores the Stamina and Willpower of the party up to the highest number of each any party member currently has, thought it cannot exceed the maximum. An example: one party member has the highest Stamina remaining at 6 and another has the highest Willpower left at 5. The whole party's Stamina and Willpower now fills bakc up to those numbers)

=Scorpio=
Stamina: 3 Willpower: 6
Description:
The alchemist of the Zodiac Sisters, who mixes potent potions and perfumes. Any victim of hers gets fed chemicals that make him last all night long, but it might even be worth her legendary oil massages.
Abilities:
Powerful Perfume (passive)-Any adventurer that takes action against Scorpio comes in range of her powerful perfume and gains the Lightheaded Debuff for the rest of the turn. He has disadvantage on resisting any Willpower attack (the midara gets to roll two dice and if one is a success, she succeeds, even if the other roll fails).
Tainted Tincture (passive)-Whenever an adventurer uses a potion in her presence, he must make a roll. Upon a failure, her latent magic spoils it and it only does half the healing it normally does.
Slippery Spillage (passive)-Upon her defeat, she drops all her bottles, creating a slippery surface. If the adventurer who delivers the finishing blow fails a roll, he suffers 1 Stamina and 1 Willpower damage due to falling in the perfumed mess.
Love Potion (action)-Costs 1 Stamina. Force-feeds the target a Love Potion. The adventurer gains the Lovey-Dovey Debuff for three turns for the next temptress who makes an attack against him, meaning he cannot take any actions that would harm her.
Poisoned Lips (action)-Costs 1 Willpower. The target gets a kiss that does 1 Willpower damage and Poisons him for two turns upon a success, meaning he gains a Debuff that does 1 Stamina damage at the start of his next turn if he fails the roll.
Reward:
Elixer, Holy Water, Scroll of Alchemy (all potions provide 1.5 times their normal healing for the next two rounds)

=Sagittarius=
Stamina: 5 Willpower: 4
Description:
The archer of the Zodiac Sisters, who pins her targets down with arrows before ravishing them. Any adventurer whom she succesfully seduces can be sure his arrow finds the bullseye between her buttcheeks.
Abilities:
Deadeye (passive)-Sagittarius has advantage on standard Stamina and Willpower attacks (the midara gets to roll two dice and if one is a success, she succeeds, even if the other roll fails).
Chosen Mark (passive)-Whenever Sagittarius attacks a target she has succesfully attacked the previous turn, her attacks do 0.5 more damage.
Pin Down (passive)-If Sagittarius executes two or more succesful Stamina attacks on a target, the adventurer gains the Pinned Debuff for one round, meaning attacks that target him automatically succeed.
Blind Volley (action)-Costs 1 Stamina. Sagittarius shoots 4 arrows in rapid succession that randomly target all others on the battlefield. Each other combatant gets allotted a number, and a dice gets rolled four times. If a number comes up, that combatant suffers 1 Stamina damage.
Cupid's Arrow (action)-Costs 1 Willpower. The target gets an arrow shot through his heart, gaining the Red String Debuff for three rounds. Anytime anyone attacks Sagittarius during that round, the sufferer will waste his turn executing a standard Stamina attack against that person.
Reward:
Elixer, Holy Water, Scroll of True Aim (the party gains advantage on all attacks for the next two rounds. Adventurers get to roll two dice on an attack and if one is a success, they succeed, even if the other roll fails)

=Cancer=
Stamina: 4 Willpower: 5
Description:
The Zodiac Sister with the most beautiful hair, who binds adventurers in her flowing locks. Any adventurer bound by her will spend a night in suspension at what she'll do to him, in both senses of the word.
Abilities:
Ocean Echo (passive)-If the battlefield is Flooded at the start of her turn, Cancer is instantly cured of all Debuffs.
Binding Beauty (passive)-The first adventurer that makes an attack on Cancer during a round must make a roll. Upon a failure, the adventurer gains the Bound Debuff. A Bound character must make a roll to escape at the start of each turn, and if it fails, he stays Bound until the next round (cannot take action, but can dodge attacks).
Ties That Bind (passive)-If any adventurers suffer from the Bound Debuff at the start of Cancer's turn, they automatically suffer 0.5 Willpower damage.
Smoking Choke (action)-Costs 1 Stamina. Only works on adventurers who have either 2 Stamina or 2 Willpower remaining. Upon a success, Cancer wraps all her hair around the victim, squeezing his throat tight and instantly KO'ing him.
Net Weave (action)-Costs 1 Willpower. Cancer lashes out with her hair, and every adventurer must make a roll. Upon failure, the adventurer gains the Bound Debuff.
Reward:
Elixer, Holy Water, Scroll of Seaweed (instantly summons seaweeds which give all foes the Bound Debuff).  

=Aquarius=
Stamina: 6 Willpower: 4
Description:
The Zodiac Sister with powers that control water. She likes to take charmed adventurers swimming in baths or in the open sea, and then fuck them among the waves.
Abilities:
Ocean Summons (passive)-As long as Aquarius is on the battlefield, water up to the ankles flows around on it, making the battlefield Flooded. This triggers various other abilities in some of her sisters.
Ebb and Flow (passive)-Aquarius' power goes and comes like the tide. Every alternate turn, her standard Willpower attack does either 0.5 or 1.5 damage.
Wet Look (passive)-If any adventurer succesfully does Stamina damage to Aquarius, she is not knocked into the water, making her clothes slippery and see-through. If she does a Willpower attack during the next round, it does 0.5 extra damage, before her clothing magically dries again.
Drowning Dilemma (action)-Costs 1 Stamina. Upon a success, the target is tackled into the water and held down by Aquarius. He must now choose between suffering 1.5 Stamina damage or whatever Willpower damage comes from the lifesaving kiss Aquarius offers him.
Tsunami (action)-Costs 1 Willpower. Aquarius concentrates and the water begins to whirlpool around her. On her next turn, Aquarius summons a gigantic wave that does 2 Stamina damage to every party member who fails their roll. The attack fails if Aquarius concentration is broken by doing 2 or more combined Stamina/Willpower damage to her in the preceding time.
Reward:
Elixer, Holy Water, Scroll of Waves (summons a wave of water which does 2 Stamina damage to every foe that fails their roll).  

=Pisces=
Stamina: 4 Willpower: 5
Description:
Two Zodiac Sisters that can transform into mermaids. If they take a liking to an adventurer, they will take him to an undersea cavern where they will play a competition with each other, trying to make their victim fall in the love the hardest.
Abilities:
Ocean Inhabitants (passive)-As long as the battlefield is Flooded, the Pisces have advantage on every roll made to evade (they get to roll two dice and if one is a success, they succeed, even if the other roll fails).
Scorned Swim (passive)-If the Pisces execute a Willpower attack, they will let the adventurer pick one of them. Upon a success, he will kiss one of them, and the other will slap him in anger at his rejection, making the attack do 0.5 Stamina damage on top of any Willpower damage.
Serenity (passive)-The hypnotic charms of the Pisces make adventurers drowsy. If they execute a succesful Willpower attack on a target, they give him the Drowsy Debuff for one turn. All abilities that have a Stamina/Willpower cost now cost 0.5 extra to execute.
Tug O' Whore (action)-Costs 1 Stamina. The Pisces fight over their target. Roll two dice. If one is a success, one of the pair succeeds and kisses the adventurer. If both succeed, they tug him around, doing 1 Stamina damage. If they both fail, the adventurer escapes. Repeat this process until the dice have been rolled 3 times or until the adventurer escapes.
Siren Song (action)-Costs 1 Willpower. The Pisces sing a magical song that makes all who listen horny. All party members must make a roll. On a failure, the adventurer gains the Lustful Debuff for two turns and can only execute Willpower attacks.
Reward:
Elixer, Holy Water, Scroll of Sleepiness (Gives all opponents the Drowsy Debuff for 2 turns. All abilities that have a Stamina/Willpower cost now cost 0.5 extra to execute)


Last edited by Caustic_Clown on Thu Jul 28, 2016 8:15 pm; edited 1 time in total
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Mkmd13



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PostSubject: Re: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Thu Jul 28, 2016 6:11 pm

Damn that is a lot to read! When I get some time tonight, I'm going to go over all of this haha. Glad to see people are still making enemies Smile
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PostSubject: Re: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Thu Jul 28, 2016 7:22 pm

I converted the characters from the Lucky Seven Labyrinth thread so any GMs can start quickly.

=Zeal=
Stamina: 4 Willpower: 6
Description:
A man who squanders his great psychic abilities due to a lazy disposition. He wanders the world hoping to make a name for himself, mainly by challenging the dreaded midara.  
Abilities:
Calm Mind (passive)-Whenever Zeal is not hit by any attacks during a round, he recovers 0.5 Willpower.
Mental Atunement (passive)-Whenever a midara has attacked Zeal 3 times during a fight, he gains advantage against all her next attempts due to learning her attack patterns (he gets to roll two dice and if one is a success, the dodge succeeds, even if the other roll fails)
Resilient Psyche (passive)-All Debuffs of a mental nature (up to GM discretion) afflicting Zeal last one round shorter due to his strong mind.
Induce Headache (action)-Costs 1 Willpower. Upon a success, this attack does 1 Willpower damage and gives the Headache Debuff to the midara for two rounds, making her unable to execute any actions that cost Willpower.
Telekinetic Bash (action)-Costs 1 Stamina. Select two targets, both must make a roll to evade. If one fails to evade, that midara suffers 1 Stamina damage. If both fail, they both take 1.5 Stamina damage as their heads are bashed against each other.

=Gage=
Stamina: 6 Willpower: 4
Description:
A man who spend his fortune on admittance to a college, but ended up as a wrestler. Beset by bills, he turned to a life of fighting midara to pay it off.  
Abilities:
Powerful Physique (passive)-When Defending, any Stamina attacks that target Gage that do less than 1 damage automatically get reduced to zero (secondary effects may still occur, though).  
Strong Grip (passive)-Whenever Gage has a midara Grappled at the start of his turn, the midara suffers 0.5 Stamina damage.
Finishing Move (passive)-Whenever Gage lands the final blow on a midara, the other opponents on the battlefield are intimidated, doing 0.5 less damage if they execute Stamina attacks the following round.
Bragging Boast (action)-Costs 1 Willpower. Gage does his best to showboat, and all midara must make a roll. On a failure, they can only target Gage when attacking next round (they can still use attacks that have multiple targets, Defend, use Buffing abilities, etcetera). If no attacks land on Gage during that time, he gains 0.5 extra damage on his next Stamina attack.
Mighty Grapple (action)-Costs 1 Stamina. Upon a success, Gage puts a midara in a Grapple, doing 1 Stamina damage and giving her the Grappled Debuff. Grappled opponents must roll to escape at the start of their turn. If they fail, they remain Grappled, if they succeed, they're released and can act as normal. They are also freed if the grappling opponent decides to take another action during his turn instead of continuing the grapple.

=Aki=
Stamina: 5 Willpower: 5
Description:
A young female assassin seeking her former teacher and crush. In her quest, she bumps into plenty of other beautiful women, causing her loyalty to waver.
Abilities:
Sneaky Strike (passive)-Due to Aki's assassin skills, any first attack on a new foe automatically succeeds.  Memories of Tomoe (passive)-Whenever Aki is in peril, her thoughts automatically drift to her teacher. If Aki is below 2 Stamina or Willpower, any succesful Willpower attack on her gets reduced by 0.5.
Red Harvest (passive)-If Aki lands the final blow on a midara, she may instantly execute another Stamina attack that round.
Way of the Black Rose (action)-Costs 1 Willpower. Aki is trained in both seduction and assassination. If the roll succeeds, Aki gives the target a French kiss and slips her a poisoned capsule, giving the recipient the Poison Debuff for two rounds, doing 1 Stamina damage at the start of the turn if the sufferer fails the roll.
Nasty Gash (action)-Costs 1 Stamina. Upon a success, Aki does 1 Stamina damage and bestows the Bleeding Debuff upon the target for two turns, making the sufferer take 0.5 Stamina damage if she takes any attack action.

=Godric=
Stamina: 4 Willpower: 6
Description:
A man of faith of illicit birth, Godric strides into the world to protect his fellow man against the wicked temptations of the midara. But can he himself resist?
Abilities:
Martyrdom (passive)-For each Debuff Godric suffers from at the start of his turn, he regains 0.5 Willpower.
Sacred Vial (passive)-Holy Water has 1.5 times the healing effect on Godric as normal (thus it becomes 4.5). Does not stack with other abilities.
Broken Oath (passive)-At the start of his turn, Godric can decide to break his vow to never let dark feelings enter his heart. He cannot use any of his action abilities anymore, but gains a 0.5 bonus on Stamina and Willpower attacks (does not count as Buff). These effects can only be reversed early consuming a Holy Water, otherwise they return after four turns.
Blessing (action)-Costs 1 Willpower. The target gains the Blessed Buff, meaning he is protected against Debuffs for two rounds. Any current Debuffs remain, however.
Sacrifice (action)-Costs 1 Stamina. Gives the target either 1.5 Stamina or 1.5 Willpower, and does not work on targets who have 0 of either. Cannot be used on self.

=Rom=
Stamina: 5 Willpower: 5
Description:
A veteran beast hunter who switched to midara hunting when corruption transformed his erstwhile quarries. But are his old skills suited to his new enemy?
Abilities:
Survival Instinct (passive)-If his Stamina drops to 2 or lower, Rom gains advantage on avoiding Stamina attacks (he gets to roll two dice and if one is a success, the dodge succeeds, even if the other roll fails).
Prepared Packing (passive)-Rom starts the battle/quest with either an extra Elixer of an extra Holy Water.
Hunter's Mark (passive)-If Rom has landed two succesful Stamina attacks on a target, his next Stamina attacks on that target all do 0.5 extra damage.
Stalk The Wounded (action)-Costs 1 Willpower. Rom harries an opponent with Debuffs, making all the Debuffs on the target last one round longer.
Cut Off (action)-Costs 1 Stamina. Rom picks an opponent. If said opponent performs any attack action towards his fellow adventurers on the next turn, that attack automatically fails and Rom does 1 Stamina damage to the opponent.

=Etrigan=
Stamina: 6 Willpower: 4
Description:
A deserter from the army with skills in tracking and survival, who makes ends meet while on the run from his former employers. Though solitary, hunting midara sometimes forces him into co-operation with other adventurers.  
Abilities:
Gang Up (passive)-Etrigan's Stamina attacks do 0.5 extra damage if other party members also attack his target that turn.
Dastardly Defer (passive)-Etrigan can defer the first attack that targets him on a turn to another adventurer. However, that attack then automatically succeeds.
Feint (passive)-If Etrigan is first reduced to 0 Stamina or Willpower, it turns out it's a feint and he recovers 1 Willpower or Stamina and immediately gets a free Stamina attack. Only works once per battle/quest.
Mock The Weak (action)-Costs 1 Willpower. Etrigan laughs at those on the brink of losing. Any opponent with 2 or less Stamina or Willpower must succeed a roll or else take 1 Willpower damage.
Reckless Assault (action)-Costs 1 Stamina. Etrigan executes an attack that does 2 Stamina damage. However, regardless if it succeeds or not, he has disadvantage on all dodge rolls the next turn (attackers get to roll two dice and if one is a success, they succeed, even if the other roll fails).

=Kirito=
Stamina: 4 Willpower: 6
Description:
A swordsman wielding double blades, on a quest for a method to revive his fallen comrades from death. Given their magical nature, he often hunts midara in search of answers.
Abilities:
Dual Strike (passive)-Kirito can opt to do two Stamina attacks on a turn, each doing 0.5 damage and making a separate roll for both. Any attack bonuses can only go to one of the two.
Guard Breaker (passive)-If Kirito executes a Dual Strike on a Defending target and both succeed, he can choose to let one attack (ideally the one with the bonuses) ignore the Defending status entirely.
Split Attack (passive)-Kirito can choose to make a Dual Strike target two different opponents for each strike.
Dance of Blades (action)-Costs 1 Willpower. Kirito focuses on his weapons. If no more than 1 combined Willpower/Stamina damage is done to Kirito before his next turn, his following attack has advantage and does 1 extra Stamina damage. Does not count as a Buff. If he combines this skill with Dual Strike, the advantage and extra damage only count for one of the two attacks.
Spinning Swords (action)-Costs 1 Stamina. Kirito spins around, targeting all characters on the battlefield. All must do a dodge roll of suffer 1 Stamina damage. Kirito also gains the Dizzy Debuff for the next two turns. Whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self).

=William=
Stamina: 5 Willpower: 5
Description:
A mage of the order of Hermes, searching for a powerful artifact to complete his training. Many adventurers lose all manner of those when in the clutches of midara, so that is the first place the youngster goes looking. But will he end up meeting a similar fate?
Abilities:
Extensive Spellbook (passive)-At the start of a battle/quest, William can decide which spell he has prepared for the occassion. All spells do the same Willpower damage, but create different status effects. He can choose between Gale, Blizzard, Roots and Bio, and the effects are listed below.
Magical Immunity (passive)-The spellwork William has prepared also grants him certain immunities. Gale makes him immune to Dizzy Debuffs, Blizzard makes him immune to Lustful and Lovey-Dovey Debuffs, Roots make him immune to Bound Debuffs and Bio makes him immune to Poison Debuffs.
Potion Booster (passive)-After William has consumed a potion, the residual arcane energy of it also makes his next spell cost 0.5 Willpower less.
Cast Spell (action)-Costs 1 Willpower. Upon a success, the target takes 1 Willpower damage and suffers from the following Debuff, depending on the spell:
-The winds of Gale make the target Dizzy for two turns, and whenever the sufferer takes an action, it targets a random ally/enemy (doesn't count for actions that target the self).
-The ice of Blizzard makes the target Frozen, making the sufferer unable to act for this turn unless hit by a Stamina attack in the meantime, in which case the target takes 0.5 extra Stamina damage.
-The vines of Roots make the target Bound, which means she must make rolls until she succesfully escapes.
-The toxic sludge of Bio makes the target Poisoned for two turns, doing 1 Stamina damage at the start of the turn if the sufferer fails the roll.
Magic Combat (action)-Costs 1 Stamina. William turns all his remaining magic into raw arcane energy that pumps into his body. For two turns, he gains the Empowered Buff and does 0.5 extra Stamina damage and takes 0.5 less Stamina damage from attacks, but he loses his Magical Immunity and ability to Cast Spells. This condition lasts until the end of the current battle or until William has consumed two potions.

=Magnus=
Stamina: 5 Willpower: 5
Description:
A bard in search of legendary instruments, he knows how to cheer up his fellow adventurers with a tune and a song. Bards are known for being rakes, which attracts midara to them like flies.
Abilities:
Hectic Strumming (passive)-Magnus can play his mandolin even in the heat of combat, though it limits his options somewhat. When playing a Tune, he can either Defend or do a Willpower attack.
Morale Swing (passive)-A bard is highly attuned to the tide of battle. When getting into the song (playing the same Tune for two or more turns), he recovers 0.5 Stamina and Willpower per turn. However, whenever an ally falls, he automatically takes 1 Willpower damage.  
Tunes (passive)-When Magnus plays a Tune, he automatically confers its benefits to all allies and himself. It does not count as a Buff. If Magnus takes more than 1.5 combined Stamina and Willpower damage during a single round, the Tune's benefits are lost for the following round as he has to start up again.
Start It Up! (action)-Costs 1 Willpower. Magnus begins playing a song, or switches to another song. He can pick from the following Tunes:
-Bawdy Ballad makes Magnus and all allies do 0.5 extra damage on Willpower attacks.  
-Courageous Chant makes all Buffs on Magnus and allies last a turn longer.
-Raging Requiem does 0.5 automatic Stamina damage per turn for every felled ally in battle.
-Manic March makes all allies do 0.5 more Stamina damage, but makes them unable to do anything more than use Stamina attacks or Defend.
Cheers! (action)-Costs 1 Stamina. Magnus grabs two potions and downs them in the same turn, or he can feed them to an ally. He can also take one for himself and one for an ally.

=Joseph=
Stamina: 5 Willpower: 5
Description:
A young swordsman who waited in vain for his growth spurt. With a chip on his shoulder and a broadsword that's slightly too big for him on his back, he aims to prove that capable fighters come in all sizes.
Abilities:
Pintsized (passive)-Joseph must sacrifice 0.5 Stamina in order to do a basic Stamina attack. However, he is tiny and lean and thus has advantage on all dodge rolls (he gets to roll two dice and if one is a success, he dodges succesfully, even if the other roll fails)
Big Or Bust (passive)-Joseph has a thing for women more powerful than he is. Women who are weaker do very little for him. If a midara has a higher maximum Stamina than Joseph, her Willpower attacks gain a 0.5 bonus against him. If her maximum Stamina is lower than Joseph, Willpower attacks do 0.5 less damage against him.  
Confidence Uncracked (passive)-When Joseph is at maximum Stamina or Willpower, he can execute the corresponding action ability at no cost.
Reverse Intimidation (action)-Costs 1 Willpower. Upon a success, Joseph does his best to intimidate the target, but he fails horribly, making her either take a penalty of 0.5 to her next attack (Stamina or Willpower), or if she's capable of casting a Buff, cast that Buff on Joseph during her next turn.
Running Leap (action)-Costs 1 Stamina. Joseph takes a swing, aiming to plunge his sword into a midara. On a failure, Joseph takes an additional 0.5 Stamina damage. On a success, the midara takes 1.5 Stamina damage and suffers from the Bleeding Debuff for two turns, making the sufferer take 0.5 Stamina damage if she takes any attack action.

=Robert=
Stamina: 5 Willpower: 5
Description:
A roughneck who left his village after beating everyone in the two-horse town in fisticuffs. Midara wasn't what he expected to face, but if they thought they could challenge him, all was even.
Abilities:
Boxing Stance (passive)-If Robert Defended the previous turn, his next Stamina attack has advantage (he gets to roll two dice and if one is a success, he dodges succesfully, even if the other roll fails).
Rough Love (passive)-If Robert does 1 or more Willpower damage to a target, that target gets an additional 0.5 automatic Stamina damage from his rough manner of loving.
Bottle Toss (passive)-If Robert consumes a potion, he can execute a free Stamina attack instantly.
Glower (action)-Costs 1 Willpower. Robert endures attacks and builds up his rage. For each attack that succesfully hits Robert during this round, he gains a 0.5 bonus on his next Stamina attack.
Haymaker (action)-Costs 1 Stamina. If this attack succeeds, it does 1.5 Stamina damage, and if the target is brought down to 2 or less Stamina, she instantly forfeits her next turn (does not count as Debuff).

=Alan=
Stamina: 4 Willpower: 6
Description:
A ninja on a mission to get a suitable engagement gift for his loved one. Let's hope for the pair he won't end up running away with a midara!
Abilities:
Ninja Training (passive)-Alan is immune to Poison and other Debuffs lasts a round less on him than normal (GM's discretion).
Sneaky Strike (passive)-Due to Alan's ninja skills, any first attack on a new foe automatically succeeds.
Lover's Bond (passive)-Alan is enraged at anyone trying to make him stray from his loved one. If he takes 1 or more Willpower damage, Alan's next Stamina attack does 0.5 extra damage.
Substitute Jutsu (action)-Costs 1 Willpower. On a success, during the next attack against him Alan switches places with a target opponent (other than the attacker). That attacker now has to make a roll to dodge the attack. Does not work in 1 versus 1 combat.
Venom Smoke Bomb (action)-Costs 1 Stamina. Alan obscures himself with a smoke bomb, gaining advantage against all attacks on his next turn (he gets to roll two dice and if one is a success, he dodges succesfully, even if the other roll fails). If the attackers misses, she has to do a roll and on a failure, she is gain the Poison Debuff for one turn (doing 1 Stamina damage at the start of the turn if the sufferer fails the roll).

=Mark=
Stamina: 5 Willpower: 5
Description:
A bounty hunter blessed by a dragon. Mark uses his powers of fire to fulfill the most lucrative contracts. Those contracts just so happen to be the rising threat of the midara at the moment.
Abilities:
Firestarter (passive)-Mark can, at the cost of 0.5 Stamina, add the Scorch Debuff to any succesful Stamina attack. A Scorch Debuff lasts for one turn and does 0.5 Stamina damage per turn. Further, any foe the sufferer succesfully attacks that turn also gains the Debuff on the next turn, and so on and so forth (GM's discretion in what cases the passing on happens).
Crimson Unity (passive)-Whenever Mark uses Flameshield or Blazing Spirit on a turn, allies can copy the buff or attack as a bonus action using their own Willpower or Stamina. In case Blazing Spirit is used, they must pick a different target than Mark, but the same conditions of the ability apply.  
Cinder Synergy (passive)-Mark gains 1 Stamina for any character on the battlefield knocked out due to the effects of Scorch, and 1 Willpower for any character knocked out due to the effects of Flameshield.
Flameshield (action)-Costs 1 Willpower. Mark gains the Flameshield Buff for one turn, creating a mental warding that makes any attacker who succesfully lands a Willpower attack suffer 0.5 Willpower damage herself.
Blazing Spirit (action)-Costs 1 Stamina. Upon a success, Mark sacrifices most of his remaining Stamina (after subtracting the cost of this ability), reducing an opponent's Stamina by that same amount. You cannot choose the amount, it is always the amount that leaves Mark with 0.5 Stamina remaining. Furthermore, an opponent's Stamina cannot be reduced to less than 0.5 in this manner, and if Blazing Spirit would do more damage, that damage is lost.

=Vincent=
Stamina: 5 Willpower: 5
Description:
Champion wrestler, master body builder, grappling expert and icon for children all over the world, Vincent dedicated his whole life in training and developing his muscles, making his strength unmatched.
Abilities:
Unrestrained Power (passive)- Vincent`s raw might cannot be contained. He has advantage on breaking free from Bound and similar Debuffs (he can roll two dice and take the better result).
Iron Flesh (passive)-Having a trained and tempered body, Vincent is able to reduce the first Stamina attack he receives during a turn by 1 point.
Undefeatable Frame (passive)-After his intense training, Vincent knows how to recover from bruises and sprains. If he does not take any Stamina damage during a turn, Vincent recovers 0.5 Stamina (cannot exceed maximum Stamina).
Mighty Flex (action)-Costs 1 Willpower. Vincent puts on a flexing muscle show, bedazzling all midaras who happen to be watching. Each midara present must roll, and upon a failure they can choose to either lose their action that turn or take 0.5 Willpower damage.
Russian Suplex (action)- Costs 1 Stamina. Vincent's signature move is a devastating grapple. Upon a success, Vincent puts the midara in a hold, doing 1 Stamina damage and giving her the Grappled Debuff. Grappled opponents must roll to escape at the start of their turn. If they fail, they remain Grappled, if they succeed, they're released and can act as normal. They are also freed if the grappling opponent decides to take another action during his turn instead of continuing the grapple. Vincent can decide to lift a Grappled opponent. If he is not succesfully attacked in any manner before his next turn and the midara doesn't escape, he executes a devastating supplex which does 2 automatic Stamina damage. The midara is then released from the Grapple.

=El Pantero=
Stamina: 6 Willpower: 4
Description:
A masked luchadore who quests in order to earn money for the orphanage that raised him. His mask grants him increased strength, but ironically drops off if he gets too exhausted or battered.
Abilities:
Wrestler's Mask (passive)-If El Pantero's Stamina drops to 2 or lower, his mask falls off, decreasing his Stamina attack by 0.5. He is strangely handsome underneath it, though, so his Willpower attack increases by 0.5. If he puts the mask back on due to healing himself, both Stamina and Willpower attack go back to normal.
Panther Lunge (passive)-El Pantero's signature move is a flying kick from the rafters. Instead of doing a regular Stamina attack, the character can opt to jump and grab something to hold onto on the ceiling, or climb onto a higher ledge (GM's discretion if this is a possibility on the battlefield). Until his next turn, El Pantero has no interaction with the rest of the battlefield. He can't be targeted, attacked, healed, etcetera (any Buffs or Debuffs already on him still take effect). During his next turn, he must execute a standard Stamina attack that does 0.5 extra damage. However, if he misses the target, he suffers 1 Stamina damage directly as he miscalculates his jump.
Living Shield (passive)-If El Pantero has an opponent Grappled, he can opt to use his captive as a living shield against an incoming attack. He makes a roll: upon a success, the opponent takes the attack head-on and escapes. On a failure, the opponent escapes beforehand and El Pantero takes the attack as normal.
Destined Rivalry (action)-Costs 1 Willpower. Upon a success, El Pantero picks a target. He and the target become rivals, and should only target each other for the next three turns. Rivals counts as a Debuff which both El Pantero and the target get. If either of the two break the rivalry by attacking others, they suffer 1 direct Willpower damage (support abilities and healing others do not count as targeting others). Afterwards, the Debuff is automatically removed from the character that did not break the rivalry.
Lean Grapple (action)-Costs 1 Stamina. Upon a success, El Pantero puts a midara in a Grapple, doing 1 Stamina damage and giving her the Grappled Debuff. Grappled opponents must roll to escape at the start of their turn. If they fail, they remain Grappled, if they succeed, they're released and can act as normal. They are also freed if the grappling opponent decides to take another action during his turn instead of continuing the grapple. By paying 0.5 Stamina, El Pantero can impose disadvantage on an escape roll, meaning the captive has to roll two dice and take the worst result (this cannot be used for the Living Shield ability)

=Kairo Zheng=
Stamina: 4 Willpower: 6
Description:
Years of disciplined training have not entirely eliminated Kairo's cocky streak, though did provide him with the ki channeling and twin tonfa skills to combat any temptress.
Abilities:
Dual Strike (passive)-Kairo can opt to do two Stamina attacks on a turn, each doing 0.5 damage and making a separate roll for both. Any attack bonuses can only go to one of the two.
Ki Gathering (passive)-Kairo gathers ki at the end of his turn for his next attack. If he is damaged in the meantime, the gathering gets interrupted and the first attacker suffers 0.5 direct Willpower damage (further attackers suffer no damage). Ki Gathering does not stack and starts anew at the end of each turn regardless whether or not Kairo used it.
Split Attack (passive)-Kairo can choose to make a Dual Strike target two different opponents for each strike.
Ki Aura (action)-Costs 1 Willpower. Only works if Ki Gathering was not interrupted. Kairo unleashes his Ki to purge himself with energy. Removes any Debuffs from Kairo and gives him a 0.5 bonus to one Stamina attack next turn.
Ki Blast (action)-Costs 1 Stamina. Only works if Ki Gathering was not interrupted. Kairo gathers ki and blasts it at a foe. On a success, the target suffers one Stamina damage and all other opponents suffer 0.5 automatic Stamina damage due to the shockwave.


Last edited by Caustic_Clown on Tue Aug 02, 2016 12:44 pm; edited 3 times in total (Reason for editing : Added new character)
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VulcanS



Posts : 97
Join date : 2012-06-08
Age : 27
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PostSubject: Re: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Fri Jul 29, 2016 10:46 pm

Oh my god! I was impressed by the fact that you bothered to do all the Zodiacs in such thought and detail but then you go and do everyone's personal characters? I'm speechless and flattered by how you pretty much nailed everyone's character. Bless you, my friend. This is probably one of the best posts on here in terms of content!
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argaz003



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PostSubject: Re: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Sat Jul 30, 2016 10:12 am

Very cool, Caustic. Well done with the character breakdowns. It makes me kind of want to get back into RPing again, but not before I finish the Lucky Seven collection.
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PostSubject: Re: Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)   Today at 8:23 am

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Zodiac Sisters of the West (Marathon Bosses+Reworked Player Characters)
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