FacelessHero
12-04-2002, 06:47 PM
Here are a list of chracters I hope to include in my new rpg, Twisted Fate. This is just a list of characters from previous games I would like to add. The doom chracters will definatly make the final cut but I'm not so sure about chrono, for the sole reason that nintendo/squaresoft will probally persue legal action.
Twisted Fate Playable Characters :
Notes- Skills are aquired through a tech tree type design, as level increases you are awarded attribute point to spend
spending these on the tech of your choice will allow the ability to become available. Different abilities cost different attributes points.
Note that also skills have a level requirement
Ap = Attribute point
lvl = Required level(subject to change)
Previous Game Worlds:
--------------------Doom------------------------------
Main Hero - DoomGuy
Abilities-
Weapon Abilties
(lvl2)(1ap)Pistol - Shoots enemy using 1 bullet.(Small Damage, small recovery time)
(lvl3)(3ap)Shotgun - Hits multiple enemies using 1 shell.(Medium Damage, large recovery time)
(lvl5)(5ap)Super Shotgun - Hits multiple enemeies using 2 shells.(Medium-large damage, huge recovery time)
(lvl5)(5ap)chain gun - Hits a single or multiple enemies using 25 bullets(medium damage, small-medium recoverytime).
(lvl10)(10ap)Rocket Launcher- Hits all enemies within blast radius using 1 rocket.(Large damage, medium-large recovery time)
(lvl20)(15ap)Plasma Rifle - Hits a single enemy or multiple enemies using using 25 cells.(Medium-Large damage,small recovery time)
(lvl30)(25ap)BGF9000 - Hits all enemies using 40 cells(Massive Damage,Huge Recovery time);
Notes- All weapons require ammo. Weapons effectiveness increases as accuracy increases. Aquirment of these weapons are unessicary
doomguy has all to beging with but gains training as his level increases.
Skill Abilities
(lvl2)(1ap)Corpse Alchemy - (passive)Searches corpses for nessicary chemicals to produce ammo. Completly Random. As adeptness in this skill increases(intelligence) the attack power of the ammo will increase.
(lvl10)(5ap)Intelligence Gathering-(passive) Produces enemies stats and weaknesses. As adeptness increases(intelligence) the error range decreases.
(lvl40)(30ap)TeleFrag- Knowledge of extra dimensional physics allows doomguy to warp to the exact position of the target exerting a massive inner force on the enemy causing massive damage if not instant death. Requires 120 cells. Note this skill is imposible while in proximity of reality tunnels.If the target fails to die doomguy recieves damage(Ludacrous damage,Enormous recovery time)
Notes- Skill adeptness increases as intelligence increases.
Magic Abilities
(lvl8)(5ap)Create Blur Artifact- Creates a blur artifact which greatly raises party evasion. Lasts until the blur artifacts hp runs out(slowly decreases)
(lvl12)(5ap)Create Soul Sphere- Creates a soul sphere which regenerates the hp of the party. Lasts until the sphere's hp runs out(slowly decreases as party gains hp at a partynumber:2 x partynumber ratio)
(level 14)(8ap)Create MegaSpere- Instantly increases hp by 200%. Also raises defense by a set percentage until the end of the battle. Raising adeptness increases spheres defensive bonus.
(level 18)(8ap)IDDKFA - Gives max count of all weapon ammo and gives doomguy a set percent defensive bonus till the end of the battle.
(level 37)(30ap)Create Invuneralbility Artifact- Makes all party members invunerable but also greatly reduces accuracy. Lasts until the artifact's hp runs out(slowly decreases and becomes target of all enemy attack)
Notes- Magic adeptness increases as Magic increases. All magic abilties cost mp points
Doomguys Weapon of choice- Chainsaw class
Belch (The free cacodemon)-
Physical Abilities-
Chomp - Expends the least amount of stamina. Damahe dependent on strength.
Gastric Wave- Sickens all enemies. Enemies will take consisten damage until remedied. As strength increases the poison potency increases.
Float- causes Belch to raise height cuasing melee and some ranged attacks to miss. Lasts until belch attack using anything but projectiles. As evade increases the maximium range at which attacks will miss increases.
Flem- venemous projectile. As strength increases projectile damage and poison potency increase.
Electrical Bolt - Electrical projectile.As strength increases projectile damage and electrical shock potency increase.
Electrical Field - Causes elctrical shock to all enemies. Shock potency increases with strength
Inflate-Rasises Belch's defense and blocks enemies from attacking other party members. Belch becomes prime recepient of all attacks. Lasts until Belch is given another command. Defense is raises by 200% therefore adeptness increases as defense increases.
Deflate-Vastly increases Belch's evade. Evade is raised 300% so there for adeptness increases as evade does.
Engulf- Same effect as death. As strength increases probability of sucess does as well.
CannonBall- Charges at enemy causing great damage. Strength dependent.
Cataclysmic Shockwave- Causes massive electrical damage as well as massive shock. Instantly kills robotic enemies. Strength Dependent.
Mitosis- (passive)Splits Belch into two smaller half-belches. All aspects of Belch are halved. Skills are unlearnt and ap points spent are returned to the skill pool.The Half belches do not have this ability.
Notes- Since all skills are physical the only expenditure is to stamina points. Belch does not have the normal attack option. Absorbes Lightening damage.
Weapon of Choice- Any metalic weapon can be equiped and used to increase lightening damage.
Octavion(Defected Archvile) (UNKNOWN) (SECRET)
Duel Tech-
DoomGuy/Belch - Pumpkin Ride - Stand atop floating belch while fireing off rocket rounds.
-------------------------Chrono Trigger(Pending due to legality)-------------------------------------
Note- No time abilties can be used while in proximity of a reality tunnel, except Chrono Cross
Crono(Main Hero)
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Trigger-
notes:
Lucca
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Doppelgang
Marle
Charm Abilities-
Magical Abilites-
Time Abilities-
Chrono Youth
Frog
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Blade
Robo
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Crash
Magus
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Death
Schalla
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Fade
TerraVos (Lavos Spawn)
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Shift
Duel Tech-
All- Chrono Cross - Brings forth alternate characters to fight
Schalla/Terravos - Time Devourer
Twisted Fate Playable Characters :
Notes- Skills are aquired through a tech tree type design, as level increases you are awarded attribute point to spend
spending these on the tech of your choice will allow the ability to become available. Different abilities cost different attributes points.
Note that also skills have a level requirement
Ap = Attribute point
lvl = Required level(subject to change)
Previous Game Worlds:
--------------------Doom------------------------------
Main Hero - DoomGuy
Abilities-
Weapon Abilties
(lvl2)(1ap)Pistol - Shoots enemy using 1 bullet.(Small Damage, small recovery time)
(lvl3)(3ap)Shotgun - Hits multiple enemies using 1 shell.(Medium Damage, large recovery time)
(lvl5)(5ap)Super Shotgun - Hits multiple enemeies using 2 shells.(Medium-large damage, huge recovery time)
(lvl5)(5ap)chain gun - Hits a single or multiple enemies using 25 bullets(medium damage, small-medium recoverytime).
(lvl10)(10ap)Rocket Launcher- Hits all enemies within blast radius using 1 rocket.(Large damage, medium-large recovery time)
(lvl20)(15ap)Plasma Rifle - Hits a single enemy or multiple enemies using using 25 cells.(Medium-Large damage,small recovery time)
(lvl30)(25ap)BGF9000 - Hits all enemies using 40 cells(Massive Damage,Huge Recovery time);
Notes- All weapons require ammo. Weapons effectiveness increases as accuracy increases. Aquirment of these weapons are unessicary
doomguy has all to beging with but gains training as his level increases.
Skill Abilities
(lvl2)(1ap)Corpse Alchemy - (passive)Searches corpses for nessicary chemicals to produce ammo. Completly Random. As adeptness in this skill increases(intelligence) the attack power of the ammo will increase.
(lvl10)(5ap)Intelligence Gathering-(passive) Produces enemies stats and weaknesses. As adeptness increases(intelligence) the error range decreases.
(lvl40)(30ap)TeleFrag- Knowledge of extra dimensional physics allows doomguy to warp to the exact position of the target exerting a massive inner force on the enemy causing massive damage if not instant death. Requires 120 cells. Note this skill is imposible while in proximity of reality tunnels.If the target fails to die doomguy recieves damage(Ludacrous damage,Enormous recovery time)
Notes- Skill adeptness increases as intelligence increases.
Magic Abilities
(lvl8)(5ap)Create Blur Artifact- Creates a blur artifact which greatly raises party evasion. Lasts until the blur artifacts hp runs out(slowly decreases)
(lvl12)(5ap)Create Soul Sphere- Creates a soul sphere which regenerates the hp of the party. Lasts until the sphere's hp runs out(slowly decreases as party gains hp at a partynumber:2 x partynumber ratio)
(level 14)(8ap)Create MegaSpere- Instantly increases hp by 200%. Also raises defense by a set percentage until the end of the battle. Raising adeptness increases spheres defensive bonus.
(level 18)(8ap)IDDKFA - Gives max count of all weapon ammo and gives doomguy a set percent defensive bonus till the end of the battle.
(level 37)(30ap)Create Invuneralbility Artifact- Makes all party members invunerable but also greatly reduces accuracy. Lasts until the artifact's hp runs out(slowly decreases and becomes target of all enemy attack)
Notes- Magic adeptness increases as Magic increases. All magic abilties cost mp points
Doomguys Weapon of choice- Chainsaw class
Belch (The free cacodemon)-
Physical Abilities-
Chomp - Expends the least amount of stamina. Damahe dependent on strength.
Gastric Wave- Sickens all enemies. Enemies will take consisten damage until remedied. As strength increases the poison potency increases.
Float- causes Belch to raise height cuasing melee and some ranged attacks to miss. Lasts until belch attack using anything but projectiles. As evade increases the maximium range at which attacks will miss increases.
Flem- venemous projectile. As strength increases projectile damage and poison potency increase.
Electrical Bolt - Electrical projectile.As strength increases projectile damage and electrical shock potency increase.
Electrical Field - Causes elctrical shock to all enemies. Shock potency increases with strength
Inflate-Rasises Belch's defense and blocks enemies from attacking other party members. Belch becomes prime recepient of all attacks. Lasts until Belch is given another command. Defense is raises by 200% therefore adeptness increases as defense increases.
Deflate-Vastly increases Belch's evade. Evade is raised 300% so there for adeptness increases as evade does.
Engulf- Same effect as death. As strength increases probability of sucess does as well.
CannonBall- Charges at enemy causing great damage. Strength dependent.
Cataclysmic Shockwave- Causes massive electrical damage as well as massive shock. Instantly kills robotic enemies. Strength Dependent.
Mitosis- (passive)Splits Belch into two smaller half-belches. All aspects of Belch are halved. Skills are unlearnt and ap points spent are returned to the skill pool.The Half belches do not have this ability.
Notes- Since all skills are physical the only expenditure is to stamina points. Belch does not have the normal attack option. Absorbes Lightening damage.
Weapon of Choice- Any metalic weapon can be equiped and used to increase lightening damage.
Octavion(Defected Archvile) (UNKNOWN) (SECRET)
Duel Tech-
DoomGuy/Belch - Pumpkin Ride - Stand atop floating belch while fireing off rocket rounds.
-------------------------Chrono Trigger(Pending due to legality)-------------------------------------
Note- No time abilties can be used while in proximity of a reality tunnel, except Chrono Cross
Crono(Main Hero)
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Trigger-
notes:
Lucca
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Doppelgang
Marle
Charm Abilities-
Magical Abilites-
Time Abilities-
Chrono Youth
Frog
Physical Abilities-
Magical Abilities-
Time Abilities-
Chrono Blade
Robo
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Crash
Magus
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Death
Schalla
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Fade
TerraVos (Lavos Spawn)
Physical Abilities-
MAgical Abilities-
Time Abilities-
Chrono Shift
Duel Tech-
All- Chrono Cross - Brings forth alternate characters to fight
Schalla/Terravos - Time Devourer