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 George the Gunslinger

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guametsunami



Posts : 213
Join date : 2014-09-01

PostSubject: George the Gunslinger   Sat Apr 22, 2017 11:43 pm

This is a profile sheet for my oc George. This is my first time making a character so lemme know if it's okay and if it's too op or not. I wanna make sure it's fair in rps. I can edit this or add/change these attacks if needed.

Appearance: George is a bit of charmer with his thuggish cowboy-like appearance. Tattered clothes, black boots, and a brown hat with a wide brim that covers his shaggy brown hair and blue eyes. He also usually wears a red bandanna to cover his mouth and nose. He duel-wields revolver pistols against his enemies, but isn't very strong in close combat.


Passives

Crafting Special Bullets- Most of the time George just uses regular bullets when he fights, but for stronger enemies he sometimes uses special bullets with their own unique abilities. These bullets are more rare so he doesn't use them often, but he's used them for so long that he knows how to make them himself, if he has the right materials. George can use these certain materials on his normal bullets to make these special ones. George can also use common objects with metal or scrap metal to make his own bullets with a mold and other resources he has, so he rarely runs out.

Quick Reload- George is such an experience gunslinger that he can reload his guns at incredible speeds, even during combat. This allows George to not have to waste a turn reloading, and keep fighting.

Eagle Eyes- George has such good eyesight that he can aim and hit an enemy from a far distance, and even can hit a specific part of their body from a distance. Any negatives to hitting an enemy from a distance are cancelled for George.

Projectile Evasion- George's experience and keen sense with guns gives him an edge when facing enemies that use them. Whenever an enemy makes an attack using a gun (whether they use bullets or not), George has a 25% chance to automatically dodge their projectile. If an enemy uses multiple attacks using a gun in 1 turn, each projectile has their own dodge chance (so for example George could dodge 1 enemy projectile but be hit by the other one)

Normal Moves

Double Shot- George aims both of his pistols at a single enemy and fires. Does 2 stamina damage (1 for each shot)

Split Shot- George aims his pistols at 2 different enemies and fires. Does 1 stamina damage to each enemy

Pistol Whip- George puts one of his pistols away and charges at an enemy and pistol whips them. Does 2 stamina damage with a small chance to stun them for their next turn.

Gun Gift- Whenever George is in a situation where he can't normally attack an enemy, like bound or charmed, he can toss one of his pistols to an ally, giving them 1 extra point of stamina damage to any attack they use as long as they have it. This however halves the stamina damage George can do, lowering all of his normal attacks to 1 stamina damage (except pistol whip)

Bullet Shower- George rapidly fires both of his pistols at an enemy, unloading the whole clip on them and dealing 5 stamina damage. Must wait 5 rounds after a successful hit to use again.

Special Moves

Special Rounds: George is adept at using all kinds of bullets, and has specially made ones for certain situations. George can make his own special bullets (with the right materials) or find them in loot. George can do any normal attack with these bullets or a bullet-specific attack. These bullets do normal stamina damage, plus whatever extra ability they have. Because of their rarity, George will only use these bullets when necessary.

Incendiary Rounds- Bullets coated in a flammable substance made to burst the target in flames once they hit. When an enemy is hit by an incendiary round, they are on fire and have a 30% chance to use up their next turn trying to smother the flames. If they don't then they take 1 point of stamina damage for 2 turns until the flames are put out. Incendiary rounds can burn clothing off too, which can be both good (makes enemies more vulnerable) and bad (if midara's clothes are burned away, they can utilize their exposed bodies on enemies)

Electric Rounds- Bullets coated in a magnetic powder with voltage designed to electrify enemies when they're hit. When an enemy is hit with an electric round, they take an extra point of stamina damage and are automatically stunned their next turn (unless they have an immunity to electricity).

Explosive Rounds- Bullets coated in a highly explosive substance designed to explode on contact. When an enemy is hit with an explosive round, they take 5 points of stamina damage and have a 50% chance to be crippled. A crippled enemy has an unusable/broken limb, like an arm or a leg, lowering their chance to attack or dodge, or preventing them from using certain attacks, depending on the enemy. A crippled enemy deals 1 less damage in stamina attacks. Explosive rounds can also be used on a group of enemies close to each other. If so, then the initial target still takes 5 points of stamina damage and each other enemy in the target area takes 2 points of stamina damage from the explosion blast. Only the initial target has the 50% chance to be crippled.

Armor-Piercing Rounds- Hard bullets specifically made to pierce through metal armors or shells, like machines or enemies wearing heavy armor. Cancels out any defense bonuses enemies have from this kind of armor.

Poison Rounds- Bullets coated with a layer of poison made to slowly take enemies down from the inside. When an enemy is hit by a poison round, they will take 1 automatic point of stamina damage each turn until they can remove the poison from their system (unless they have an immunity to poison).

Because these bullets are hard to find/make, George can only use 2 of the following attacks for each battle, regardless of whether or not they hit.

Fire Bullet Hell- Incendiary Rounds only. "They may not be the flames of hell, but they're the next best thing." George fills his pistols with incendiary rounds and fires them at an enemy, dealing 6 stamina damage and a 50% chance for the enemy to use their next turn smothering out the flames. If they don't, they take 1 stamina damage for 3 turns until the flames are put out. Can only be used once per battle.

Shocking Bullet Storm- Electric Rounds only. "You're in for the shock of your life, sweetheart!" George fills his pistols with electric rounds and fires them at an enemy, dealing 4 stamina damage to them and leaving them stunned for the next 2 turns (unless they have an immunity to electricity). Can only be used once per battle.

Explosive Bullet Blast- Explosive Rounds only. "Looks like your plan's about to blow up in your face." George fills his pistols with explosive rounds and fires them at a group of enemies, dealing 10 points of total stamina damage and 100% total crippling chance spread evenly between the group of enemies. (For example, 2 enemies would each take 5 points of stamina damage and have a 50% cripple chance but 3 enemies would take 3, 3, and 4 stamina damage and have a 33% cripple chance, and so on). Can't be used on a single enemy. Can only be used once per battle.

Piercing Bullet Barrage- Armor-Piercing Rounds only. "I'm about to send you to the scrap yard." George fills his pistols with armor-piercing rounds and fires them at an enemy, dealing 8 stamina damage. Can only be used on robotic type enemies or enemies covered in metal armor. Can only be used once per battle.

Venomous Bullet Bite- Poison Rounds only. "You'll soon find out that my love is toxic." George fills his pistols with poison rounds and fires them at an enemy, dealing 4 stamina damage to them and an additional 2 points of stamina damage each turn until they remove the poison from their system (unless they have an immunity to poison). Can only be used once per battle.
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