Name: "Wielder of Sharpened Steel. Rise, brother Slayer."
Description: This Follower of Kain wields a single blade. Thing is, said blade is as long and just as wide as he is. Almost as heavy to. The augments upon this Follower (Aside from the basic metal mask, fashioned after the one upon Kain) are actually replacements for entire limbs. His right arm (His sword arm) has been replaced with a metallic one with several piston-like attachments upon the shoulder. His legs are also replaced, the replacements being steel ones that can withstand the mass weight of Slayer. Wrapped around his chest are several leather bands, which serve as the only armor he has.
Class name: Slayer
Innate ability: Slayer has dedicated his skills of swordsmanship to Kain. Due to his skill, he was even told he did not require the mask to become on of them. Now, Slayers swordsmanship is quite deadly, which gives any attack that involves using his trademark weapon a +2 damage bonus.
Each time Slayer is attacked, his rage meter goes up by 5. Multi-hit attacks are not advised.
Sword slam - Melee
Slayer swings the blunt side of his blade into the enemy, knocking them back and crushing any bones on contact. Deals 2 damage, has a knockback of 1, and has a 5% chance to cause 'Injured' status. (+1 damage taken from outside sources.) By sacrificing 3TP, the effects of this attack are doubled.
Enraged fist - Melee
Slayer slams his fist into the foe, bringing forth powerful anger from unknown sources. Deals 1 damage, and boosts Slayers rage meter by 15.
Scream of anger (30Rage) - 2 space radius
Slayer screams out his rage, dealing 1 damage to everything in his area of affect. Damage cannot be blocked by armor.
Slayer Fang (4TP) - Melee, Melee, 2 space line ahead.
Slayer unleashes a 3-hit combo of slashes. Each deals 4 damage, and the last blow hits the two squares ahead of him. Can be boosted with 2TP to cause the last blow to unleash a wave of force, crashing out an additional 2 spaces.
EarthBreaker (6TP) - Jumps forward 2 spaces, causing a 3x3 area of affect
Slayer leaps into the air, and plunges his sword deep into the ground. The impact of this causes 3 damage to anyone in the area of affect, and deals 6 damage to the poor soul impaled by the blade. Can be boosted with 2 TP to leap one space further, OR deal 1 extra damage with the stab and quake.
Grand Blade (5TP) - 2x3 area in front of the user.
Slayer swings his sword outwards, not reserving any of it's reach. Deals 5 damage to everyone in the area, and can be boosted with 2TP to cause a wave to travel out from the attack, dealing 3 damage to the first foe it hits.
Cataclysm (40RAGE) - Melee
Slayer drops his sword and runs up to his foe. First, he delivers a powerful punch that sends the foe flying back. Running ahead of his now-flying foe, Slayer then jumps up and kicks the enemy into the ground. Once this is done, Slayer drops to the ground and begins to beat the enemy down repeatedly. Afterwards, Slayer drags the bruised foe back to their spot, drops him down, and picks his sword back up. Deals 7 damage to the target and causes the status Injured. 25% chance to cause boulders to burst out from around the attacking area, for dramatic effect.
Wild Tempest (70Rage) - Melee, last blow hits a 3 space line.
Slayer lets anger take him over, as he unleashes a series of deadly slashes unto the enemy. Eventually, the fury and speed of his sword movements causes a powerful wind to surround him, which is unleashed in the last blow as a miniature tornado. Deals 9 damage on the slashes, with an additional 4 damage with the tornado.
Beserker (100RAGE) - Self
Slayer gives in to his anger completely, becoming a powerful being of hate and destruction. Each attack he does deals an extra 3 damage. He gains 1 extra attack in his turn, which can equal painful slashy death for his foes. Also, his rage meter is temporarily unlimited for the turn after he uses this. However, he takes 4 extra damage, and his TP is drained to 0 when in this state. When beaten like this, he has a 5% chance to drop his sword: Slayers Wrath.
(Sword gives it's user a +1 damage, and also gives the attack sword slam. However, it stops sprinting and decreases evasion by 1)
Name: "Wielder of flashing light, rise fellow follower...Grim"
Description: Grim doesn't wear the steel mask his brothers and sisters do. Instead, his eyes are augmented to the point that they aren't even flesh anymore. They glow with an unnatural yellow, which peeks out from beneath the black hoodie he usually wears. Like his brother Slayer, Grim wears nearly no armor. In fact, his only augments seem to be his eyes...
Class name: Grim Marksman
Innate ability: Grim can firely the hair off of a fly if he wanted. That was before his augments, so you can only guess how good he is now. With his accuracy, he gains a +1 to hit, and can actually wait a turn to aim at a foe, further increasing his to hit by 1. Also, Grim is seemingly unaffected by status defects or status buffs, making it quite hard for poisoning characters to beat him. His weapons all draw from the same battery, which regains 10% power each turn.
Red Bringer - Beam rifle (10% EP) - 3 spaces ahead.
Grim pulls out his rifle, and blasts his target straight in the head. Deals 2 damage, and has a 5% chance to ignore armor buffs or skills.
Havoc and Chaos - Twin guns (20% EP) - 2 spaces ahead
Grim pulls out his two handguns, both energy based, and fires at his foe. Does two hits of 2 damage.
Fang - Knife (0% EP) - Melee
Grim slices at his foe with his favorite knife, dealing a measly 1 damage. However, a conductor in it allows it to deal an extra 2 damage to foes in steel of some sort, or who have some form of conductive material on them.
SixShot/Lancelot (40%) - Sixshot hits 2 spaces ahead, while lancelot strikes a surprising 5 spaces ahead.
With Sixshot, Grim pulls out his twin handguns, spins them around on his fingers, and unleashes six shots from each gun. Deals 1 damage for each shot, but the strikes are inaccurate at best, giving each bullet after the first a -1 to hit. With Lancelot, Grim pulls out his rifle and activates an overcharge feature. With it, he charges up a single shot...and unleashes it as a singular beam of light. Said beam of light pierces through enemies and armor, dealing 3 damage to all in it's path.
Raining Havoc/Reflection (60%) - Both strikes hit a 3x3 area on the field.
With Raining Havoc, Grim pulls out his guns and begins firing up into the sky. This continues on, and stops once the two guns overheat. After he stops, lances of energy shoot down from above and deal 4 damage to everything in a 3x3 area. By overcharging this attack with 10% more energy, the lances become even more destructive, dealing 6 damage instead. With Reflection, Grim tosses fang up in the air and quickly pulls of Red Bringer. Firing at his own dagger, the beam coming from the rifle reflects off of the blade, splitting into many beams of light. Has a random chance to do different results. (Ranges from a few beams, which only hit in a cross formation, to many beams, which hit everything in the 3x3 space.)
Limit Breaker (100%) - Self
Grim shuts off the limiter on his energy device, which makes it go into levels far past 100%. However, after three turns it will revert back to 100%...and be unable to regenerate. All gun attacks now deal an extra 2 damage in this state though. This move is used as a last resort, or after a certain chain of story events...
Name: "Bringer of Plague, Rise....Brother Dial"
Description: Brother Dial's right and left arms have been replaced by large piston-like metal syringes. His stomach has been remade into a container of sorts, holding a green liquid inside. His legs have also been replaced with steel spears, forcing him to walk around on his syringe-arms as well as his 'legs'. Even his lower jaw has been replaced, made into a device that works like a normal jawbone, but can also split open at the chin. His eyes are replaced by a red visor device, capable of scanning life-signs.
Class: Flesh Corrupter
Innate Skill: Dial wouldn't do anything to you that he hasn't done to himself. Unfortunately for you, he's done quite a bit to himself. Through various experiments and self-injections, Dial has gained an immunity to poisons that almost rivals that of Kain himself. While immune to poison, his living flesh has become physically weak to damage. Normally, this would stay as a +1 damage done, but Dial often blocks with his arms to reduce damage to normal amounts. When at 0TP though, he grows too tired to keep up the blocks, and takes an extra 2 damage from attacks. Cannot sprint...Metal limbs are tricky sometimes o.o
Poison Tank: 0/100
Metal spear - 2 space melee
Dial stabs out with one of his metallic limbs, dealing 2 damage and having a 15% chance to cause 'Gutted'. (+1 damage done, and causes stun.)
Poison creation - Self
Takes a turn to create fuel for poison attacks. Fills poison tank by 20.
Sliding death - 3 space dash
Dial suddenly bursts forward, slicing through all enemies in his path for 1 damage. Costs 1TP.
Painkiller - Affects self or allies (4TP)
Dial's syringe arms fill with a clear liquid. When injecting into himself, the tanks simply seem to drain back into his body. When used on an ally, he jabs the arm into said ally (Causes 1 damage :P) and injects the medicine. Gives the Buff 'Painkiller rush'. (Affected subject does not lose HP when hurt. Instead, the damage done is saved up until 3 turns is over. Once the turns are over, the affected individual doubles over in pain from the damage he has built up, and is stunned for one turn.)
Hydra - Affects Self or Allies (4TP)
Dial's syringe arms fill with a dark green liquid. When used on Self, the liquid simply drains back into his body. When used on others, Dial jabs one of his arms into an ally for 1 damage. Affected individual gains the buff "Hydra rage." (+2 damage and 1HP regen for 3 turns. However, the affected individual suffers from the Debuff Withdrawal afterwards.) (Withdrawal causes -1 damage and -1 evasion for 2 turns. Withdrawal is canceled if a buff is on the victim.)
Dial jabs his arms into the ground and activates the generators hidden inside his body. Once done, electricity shoots out along the ground, zapping anyone hit for 2 damage. 25% to Stun.
Lethal Injection - Melee (15 Poison)
Dial's syringes fill with a clear liquid, which is then injected into the victim he jabs (1 Damage of course!). Once done, the victim gains the status effect: Bloodstream Toxin (1 damage each turn. Damage done each turn increases by 1 each time the victim moves or attacks. Lasts for 3 turns.)
Poison mist- 3x3 area around Dial (30 Poison)
Dial unleashes the poison in his stomach through mist spewers, which causes the area around him to be filled with toxic air. Being in the affected area deals 2 damage each turn. Mist lasts for 2 turns.
Vile Fluid - Melee (60 Poison)
Dial jabs one of his syringe arms into a foe, injecting them with a very nasty poison. The jab itself deals 1 damage, and the target gains the Debuff: 'Sickened' (-1 evasion. If poisoned, Sickened deals 2 damage each turn. Also, sprinting causes the sickened victim to lose a turn to...well....expel fluids. Lasts 3 turns, but ends beforehand when victim barfs their guts out.)
Devil Toxin (75 Poison)
The fluid in Dial's stomach turns a bright red. Dial gains the Buff: "Last Run". (Last run gives the victim +1 movement, +2 attack damage, and +1 evasion. However, it deals 10 damage to the victim after 3 turns are up.) This isn't all though, because Dial's syringe arms fill to the brim with the red fluid. This allows him to use his final move...
Red Mist - Covers Stage (Must perform Devil Toxin beforehand to use.)
Dial expels the red fluid through mist spewers. Once introduced into the air, the Devil Toxin bonds with the oxygen molecules in the air. This gives the mist an odd red coloring, which begins to spread across the entire arena. Gives all foes the debuffs 'Sickness', 'Bloodstream Toxin', and 'Poisoned'. (Poisoned only deals 1 damage per turn. Nothin much :P)
Name: "I am the Forger. I alone create my masters army...I...I am Ledi."
Description: The back of Ledi's head has been replaced with a complex A.I. core. Also, his hands are replaced with metallic replica's, that have the capability to open up and reveal tiny metallic tools. The rest of his body is human though, and he usually wears a brown shirt.
Innate Skill: Ledi knows how to augment, change, and create machinery. Whenever a mechanical ally of his dies, he gains 10 scrap for each HP said ally had. If a mechanical boss dies, he gains a massive 250 scrap boost. If Ledi picks up an inventory item, he can enhance or transform it for his own needs for the price of 50 scrap. Ledi can also use Scrap to heal Machinery, 10 Scrap for every 1 HP.
Laser cutter - Melee
Ledi's hand opens up, revealing a sort of laser torch. With this he burns the foe for 2 damage.
Scrap Shooter - Anything withing 2 spaces of Ledi.
Ledi's hand converts into a gun-like form, which then fires out a concentrated ball of scrap. Deals 1 damage for 10 scrap, 2 for 30, and 3 for 50.
Spark of Genius! - Self
Ledi creates a weapon for himself or an ally.
Gearwork Blade - A sword made from scrap metal. A gear connects the hilt and blade, which allows the sword to turn at different angles. Costs 50 scrap to create.
Weapon Move: Gear slash - Melee
The user slashes at his foe with the Gearwork blade, dealing 2 damage.
Auto-Gun - A Gun made from Scrap. Slightly resembles a Uzi, except the ammo clip is filled with nuts and bolts. Costs 50 scrap to make, and costs 10 scrap to make an ammo pack.
Weapon Move: Rapid Fire - Anything within 2 spaces
The user fires a rapid burst of bolts into the foe, dealing 3 hits of 1 damage each. Each shot costs 1 ammo pack, which is stacked with the weapon.
Wire Shield - A shield made out of barbed wire and a metal frame. Costs 75 Scrap to make.
Item Move: Wire Guard - Passive
When in defense stance, damage reduction is increased to 2. When in offensive stance, the shield prevents back attacks. Is broken after taking 5 hits.
Scrap Bomb - A bomb that uses metal shards and slivers of sharpened steel as shrapnel. Made in packs of 3. Costs 100 scrap to make.
Item Move: Scrap Bomber! - Can be thrown up to 3 spaces away.
Creates a 3x3 explosion of scrap metal on the target. Deals 5 damage, and sacrifices one scrap bomb to use.
Name: ABLE unit
Description: A machine that stands at 9 feet. It's arms and legs are slim and layered in shined steel, while it's torso is made out of a dull gray. The head is cone shaped, and has two long metal 'ears' that rest upon ABLE's back. Various parts of ABLE can open up to unleash weapon strikes. On a side note, this weapon was made to attempt to destroy Kain... You can guess how THAT ended...
Innate Skill: The ABLE Unit is unable to move by itself. Instead, a enemy (or friendly) unit can get inside it to move said machine around. Made to be agile, the ABLE unit is able to move 2 spaces each turn, and has a +1 evasion boost. It's weakness though, is that it must rest for 3 turns to re-energize once it's EN reaches 0%. Some moves of the rider can still be used when inside the ABLE unit.
EN: 100% - 200%
Passive: Energy tank
ABLE unit gains 10% EN each turn.
Once past 100% EN, Able deals +1 damage with all attacks. At 200%, his damage doubles, but his energy cost does as well.
Metal strike - Melee
ABLE smacks one of it's metal arms into a foe, dealing 2 damage and causing 1 knockback.
If the attack does critical damage, ABLE unleashes a rapid burst of energy right after the smack. Deals a further 2 damage.
If you dodge this attack, you can spend 2TP to strike the weak points on the Mech's legs. This deals 2 damage to the mech, and has a 25% chance to cause it to fall down.
Laser burst - Anyone within 2 spaces
ABLE's arm opens into a burst rifle, which unleashes a rapid fire of energy that deals 2 damage.
If the victim has a weapon in their inventory, they can spend 2TP to have a chance to swing the blast back at the Mech. Doesn't activate if the Mechs shot misses.
Dual beam! 25%EN - Two 3 space rows to each side of the mech.
ABLE's arms reveal beam rifles, which charge up and unleash two beams of energy. Deals 3 damage.
Dual beam has a 10% chance to cause knockback. If this happens, the enemy is knocked back with the laser, and takes an additional 2 damage.
Energy Slicer 30%EN - Melee
Both of Able's arms open up, with steady beams of energy sprouting from inside them. With these, Able unleashes a flurry of slashes, which deals 4 damage to the foe.
If you have a weapon, you can spend 3TP to increase your evasion by 1.
If you use the reaction above, but the attack still hits, then Able slices your weapon in half and knocks you down.
Burst Tackle 45%EN - 3 space Dash
Panels open up on ABLE's back, and unleash a torrent of blue energy. This propels able forward, and knocks any enemies in it's path down. Causes 1 damage to each victim
If this attack misses you, you can expend 2TP to jump unto the ABLE unit. This allows you to bash the Mech for 3 damage, but you still get knocked down once it stops.
Whirlwind 60%EN - 3x3 space around the user
Able activates it's energy blades, and begins to spin around rapidly. Enemies caught in the attack take 3 damage.
If only one foe is struck by this attack, then Able stops spinning and switches to it's Energy slicer attack to increase damage greatly.
Raid Assault 80%EN - Anything within 3 spaces.
Several panels on ABLE open up, revealing deadly shrapnel missiles. Unleashes 3 bursts of missile fire, each one being able to target different people than the others. Each strike causes a 3x3 area of 4 damage.
If you are in defensive or Evasive stance, you can spend 5TP to block or evade this attack.
If only one foe can be targeted, then Raid Assault unleashes 2 more bursts of missile fire. This adds the total damage up to...20!
Giga cleave rush! 100%EN - Melee
ABLE activates it's energy slicers. However, this time it's overcharge increases the blades size to HUGE proportions. Like, large enough to cut a house in two! Once this is done, ABLE unleashes a series of 4 slashes upon the foe. The first three hits deal 3 damage each, while the final slash deals 5!