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DOUGLASA tough guy who eats longswords and shits little daggers. Always willing to show off just how manly he is. Loves drinking obscene amounts of whatever alcohol is mostly easily avaliable before jumping into battle. Loves his buddies, and will kick the *** of anyone who dislikes them. Speaks in ALL CAPS.Stats:HP: 5SPD: 1STR: 5MAG: 1DEF: 4MDF: 2AP: 2He's a TANK. Should start out in front of a weaker unity.His weapon is a wooden club.All his charge times are "instant"Basic attack: Swings his club, hitting the first enemy directly in front of him.Special attack 1: CLUB THROW. He launches his club, up to two squares away from him, and after hitting an enemy, it bounces back into his hand. Half his regular damage, but able to hit a small distance away from him.Special attack 2: DOUG'S SUPER AWESOME CLUB BASHING: Hits the enemy incredibly hard with his club, dealing twice his already impressive damage. This, however, makes the club hit him right back after ricocheting on the opponent's head, giving him 25% of his own damage from this move (which's 50% his regular damage, I guess!)Special attack 3: DOUGDASH: Dashes into an enemy who should be at least one square away from him, and, at most three. The enemy will be stunned and unable to move for three turns. Douglas will also be stunned, and unable to move during the next turn.
Yeah so I'm pretty
I'm a fat-***
Faldea disciple of the tideStats:HP:3SPD:5STR:2MAG:4DEF:2MDF:2AP:2Attack: Halberd attack - damages a foe in melee range and an adjacent target. (possibly reduce the targets speed by 1 for a turn or two)Skills:I: Crashing wave (3ap) - short charge time, single target. Deals damage and pushes the target backII: Well of life (4ap) - Instant, self/single target (or cross shape). Heals ally.III: Tideslash (5ap) - short charge time, 3x3 area. Deals damage and reduce targets AP by 1.Playstyle:Balanced character with an focus on magic. High speed ensures an advantage. Rather slow AP regen which forces the player to decide when to use abilities and what's worth saving for. Capable of healing after 2 turns(granted you start with + 0 and gain 2 each turn) or pushing enemies back. The most expensive skill will take some time to gain but the reduction of Ap can lead to a tactical advantage. An overall caster that could benefit from being on the front-line but is more likely to stay behind because the lack of defense. Character:A female caster that loves fighters and dislike cowards(ranged/casters). Arrogant and loves to point out that she (who's a caster) engage enemy in close combat with her halberd unlike other mages. Often points out bravery as a virtue and make references to water in metaphors.
BTW, if anyone has any links to websites with a lot of pose art for the RTP characters, please share them here. It will make things a lot easier on me, and also possibly allow me to make more than 4 generic enemies. Also, all enemies will be human, as per plot purposes.
For the heal, 4ap is steep for a single heal, but fair for a targeted cross heal. Which would you rather it be? I'll down it to 2ap if it is a weak single target heal, or 3 if it is a strong single target. And just the counter from last story, no magic circles.