Malignancy

Sometimes, things go wrong. Some people make characters, then drop off the face of the planet, and others die or otherwise disappear. Whatever the case, we have some characters that are ready to be played (or really close), so we have their character information here. If you already have at least one character (and thereby have proven that you are capable of using your own creativity), ask about taking control of one of these characters. Of course, you'll be given a chance to edit things before they're approved to add your own touches to things, but, if you're going to completely turn the character around, just make a new one.
Chuck
Lv1
Posts in topic: 2
Posts: 9
Joined: Tue Jan 11, 2011 1:04 am
Abilities: viewtopic.php?f=16&t=301
Inventory: viewtopic.php?f=17&t=302
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Malignancy

Post by Chuck » Tue Jan 11, 2011 1:13 am

Chuck’s Stats
Health: High
Magic Energy: Average
Strength: High
Magic Power: Slightly Low
Magic Defense: High
Defense: Slightly Low
Speed: High
Mental Stamina: High
Stamina: High
K's Note: Chuck lacks a chakra network, being inhuman.

The Flying Castle
What appears to be Chuck’s mightiest weapon is actually his greatest weakness. A huge fortress that floats through the sky, it has no guns, but it is still almost impossible to reach, and even if one could it is damn near impossible to get in. While it may seem an invulnerable cocoon, it is also a prison. Chuck may only leave the castle for 1 hour once a day! These restrictions will be lightened as Chuck levels up, but he will not be able to truly travel freely until Lv7!
K's Note: Keep in mind that Chuck's castle lacks a library or anything else where he could learn any new abilities. The extent of his in-castle training is almost entirely limited to physical workouts, and he's always too busy trying to scare people to actually humble himself enough to learn something from someone.

Boo!- By shouting, “Boo!” Chuck is instantly teleported back to the flying castle. However, he must stay there until the next day (even if his hour isn’t even close to be up).

Fear Monger
As the last living boogeyman, Chuck has a great deal of power over fear. Many of these abilities are affected by the enemies’ mental stamina, but they are still very dangerous.

Night Terror- Chuck conjures up 10 nightmares (see allies- “Minions”). Each level up this number increases by a power of ten.
Phobitosis- If Chuck is close enough to breathe on you, you are screwed. Despite its pitiful range this attack is one of his most deadly. Those afflicted by his breathe slowly lose their mind (mental stamina) and their will (normal stamina) until Chuck returns to the flying castle or otherwise leaves the area.
Boogey- Chuck shoots a blast that quickly and severely drops the mental stamina and stamina of all it hits. The effects decrease on those with better starting mental stamina.
Paranoia- Chuck uses high mental stamina against its owner. Chuck targets one being and its health, mana, chakra, and stamina began to drop slowly due to recurring obsessions. However, those with higher mental stamina (and thus able to suffer MORE obsessions) drop much more quickly. Chuck can take no other action while he uses this one.


Vampirism
The vampire stock was originally an offshoot of the boogeyman bloodline… (These moves are only available at night.)

Transformation- Chuck transforms into an enormous black bat (5m wingspan). Although this is useless for combat, it allows Chuck to cross great distances by darkness. Also, the bat can fly at such altitudes that, (given that it’s also dark) it’s nigh undetectable.
Bloodlet- Chuck’s K9s grow into massive fangs which he sinks into his victim’s neck. As long as he stays anchored like this, he will drain the health and mana out of them at an alarming rate.
Raise Necrotic- Chuck can use large amounts of mana to raise a weak enemy he recently felled back as an indestructible zombie to do his bidding. These zombies posses only 0.1 of their previous strength and speed stats, but cannot be felled. At sunrise they “re-die” and cannot be raised again.

Lycanthropy
As wolves howl in the distance, Chuck calls on his werewolf blood to help him kill those he decides he wants to… (during the use of any of these abilities, Chuck receives x7 damage from plant type earth attacks and silver weaponry)

Loupe Garoo- Chuck becomes a massive werewolf. All of his stats are multiplied by 2.5, except his magic stats and his mental stamina, which plummet to .25 of what they were. He forgoes weapons in favor of his new claws and teeth.
Wolfsbane- Any vaguely dog type creature will avoid and flee from Chuck as long as he is using this.
Holwing Fury- Chuck unleashes an unearthly wolf howl that has the effect of the paranoia ability without the health drop on all who hear it.

Other
Curse of Chains- Chuck expends mana in order to make any present ropes or chains attack, strangle, and tie victims. (Note: this also applies to the wrapping on his mummified arms) He loses mana as long as the chains are active.
Necronarcotic Poison- A scratch from Chuck’s claws introduce a powerful sleeping poison into the victim. Although, the effects are impermanent, this drops the victim into a temporary sleep SO deep that they are effectively rendered dead. However, nothing can target them while they are in this condition, and there is a 100% recovery rate from the toxin.
"You know, sometimes I do really evil shit for no real reason at all."



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Learpabru
Posts in topic: 1
Posts: 121
Joined: Wed Oct 06, 2010 8:36 pm
Money: $340
Abilities: viewtopic.php?f=16&t=99
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Post by Learpabru » Tue Jan 11, 2011 2:55 am

I'm normally against many multipliers, and absolutely against exponents, but this...

...

-is fine. I mean, those Nightmares are bloody pathetic, and he can't learn abilities to help that become overpowered. It's fine. The high stats are fine, too, sicne he can only be active for one hour per day and has other weaknesses. Approved.
"One can not help others without their acceptance."

Dye Me True
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Dance to Decimation
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Chuck
Lv1
Posts in topic: 2
Posts: 9
Joined: Tue Jan 11, 2011 1:04 am
Abilities: viewtopic.php?f=16&t=301
Inventory: viewtopic.php?f=17&t=302
Allies: viewtopic.php?f=18&t=303
Guild:

Post by Chuck » Sat Feb 12, 2011 7:50 pm

FTR: While Chuck is inside the flying fortress, his power increases EXPONENTIALLY. So avoid entering the castle.
"You know, sometimes I do really evil shit for no real reason at all."



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K
Posts in topic: 1
Posts: 648
Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Sat Feb 12, 2011 9:42 pm

*cough*Bill*cough*
Resolute Myth
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Grey Ultima
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