Friday, November 17, 2017

Sans




Sans: Level 63
HP: 1,000
Attack: 10
Bone Missile: 0 (10) (range 1-2)
Throw: 0 (10)
Defense: 10
Roy's Squad Unifrorm Pants 50 (60)
Speed: 215 (225) (275 avoid) (305 avoid)
Skill: 265 (280)
Move: 4



Items: 

Shrouding Sphere: Character cannot be detected by anything other than natural senses. Character’s stats and special abilities cannot be scanned. Gemnodes cannot detect character.

Stealth Hoodie: + 30 avoid. A rather goofy notion... but surprisingly effective. This hoodie offers no real defense or resistance, but its coloration and shape somehow make the character wearing it harder to hit. 

Roy's Squad Uniform...Pants: Sans, after joining Roy's squadron, accepted the elite military uniform. Unfortunately, the uniform doesn't fit under his favorite hoodie, and he's much too lazy to wear anything uncomfortable. The pants offer 50 extra defense.

Papyrus’s Cape: Fills Sans with determination. Adds 15 to his skill.  

Abilities:

Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Karma: When this unit attacks, regardless of the enemy’s defense, the enemy will take 1 damage (unless they successfully dodge). Then, at the beginning of the enemy’s turn, they will take Karma damage. There is no immunity to Karma damage, however, Karma damage can be very weak, depending on the guilt of the character who is struck by the attack. Karma damage is calculated in percent style. Extremely “innocent” characters will lose 5% of their total maximum HP. Extremely “guilty” characters will lose 80% of their total maximum HP. Each time an enemy is hit, they will receive a Karma judgment. This means if an enemy is hit by two attacks by this character, Karma will judge them twice at the beginning of their turn. The amount of damage a character will take from Karma is based on the condition of their moral soul. Each of these sins adds to the total damage taken:
Pride, Wrath, Greed, Envy, Hatred, Cruelty, Dishonesty, Murder
Each of these sins is calculated, and this calculation includes sins committed before entering the Gemnode world.
Innocence: 5%
1 sin: 10%, 2 sins: 20%,… all sins: 80%
This ability cannot be removed using “Strategist”.
Costs: 5 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Treacherous Blow: +20 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 30% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg

Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg

Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within ten spaces of this character. Costs: 8 pg

Gaster Blasters: -10 speed. This unit must charge for one turn. After doing this, the unit fires four beams. The unit may choose which direction to fire each beam: N, E, S, or W. Beams may be fired in the same direction multiple times. Enemies will calculate their chances to dodge these beams just like a regular attack. However, each beam hits all character caught in its straight three square path. Thus, in total, this attack could hit 12 enemies in one turn. The strength of the beams is calculated by adding the character’s psychic and energy skill damage stats together (0). Costs: 4 pg

Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg

Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg

Psychic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -10 speed for the rest of the turn. The throw damage is calculated by adding this character's psychic and throw skill damages together (0). This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Psychic type characters are immune to psychic throw. Costs: 3 pg

Skills: None

Character Type: Status, World Breaker, Psychic, Monster, Speed

Weakness: Sans has innately low HP. His defense is also terrible. One good hit would kill him. He is also not often alert, and thus could be taken out by surprise attacks. He relies heavily on his evasion, so speed downing abilities work very well against him. 

He also has a weakness to sleep-inducing moves. He is more likely to be hit by them, and he is more likely to stay asleep for longer.

Movement type: Levitating

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