Saturday, December 2, 2017

Embo





Embo: Level 39

HP: 24,600
Attack: 55
4M Marksman: 70
2M Energy: 50
4M Shield: 70
2M Explosion: 50
3M Throw: 60
4M Martial: 70 (125)
Hat Shield: 400 (455) (525)
Bowcaster: 400 (455) (525) (575) (625) (1250)
Defense: 45
3M Armor: 60
Bounty Hunter Armor: 150 (210) (255)
Hat Shield: 400 (470) (725)
Speed: 102 (87)
Skill: 125 (130)
Move: 6




Items:


Shield Hat: The best shield that the Rebellion against Loki's empire could craft. Made of Firegold, Silverlight, and Thor's Ore. Virtually unbreakable. Serves as a weapon as well as defense. Base defense is 400. Base attack is 400 bludgeon type damage. This weapon is well designed for throwing.


Bowcaster: -15 speed. 1-3 range. A long ranged, heavy projectile weapon. Explosion/energy type damage. Base 400.


Kyuzo Bounty Hunter Armor: Extremely versatile combat armor. Does not decrease speed or skill. Has medium resistance to wear. Adds resistance to bullet and explosion type damage. Base 150 defense. 


2- Energy Gems: Boosts Energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.


Thermal Detonator Boosting Holster: Triples the might of thermal detonators. Extremely valuable item, and unfortunately, it is also easily stolen.


Electro Net Cannon: Fires electrical nets 1-2 spaces. If equipped, the unit may retaliate with martial.


2- Electro Nets: These large nets can catch medium or smaller characters. This object has a 50% chance of entangling an enemy, causing them to be unable to move or attack their next turn. Base might 40 (90) (180) energy type damage. If a unit is entangled, they have a high chance of taking the mild paralysis status.


Bounty Hunter Speederbike:

HP: 1,000
Dual Blasters: 70 (130) (260) (Energy type damage) (Range 1-2) (Always strike twice when attacking) (-30 hit at 1-range).
Anti Vehicle Missiles: 80 (130) (Explosion type damage) (triples might against vehicles)
Defense: 100
Move 9. Straight line movement only. Ignores most terrain. Cannot scale cliffs.

Berkian Heroe's Pendant: A pendant given to Embo for his courage in the undercover mission to overthrow Loki and his empire. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill. 

Abilities:


Rebounding shot: Allows the unit to bounce a thrown weapon off of an opponent and back it its own hand. This means thrown weapons do not have to be retrieved. It also means that a thrown weapon may be used to attack multiple times in a given turn. Costs: 2 pg


Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg

Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg. 

Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg


Shield Attack: When attacking with a shield as the primary weapon, this unit adds the shield's defense while attacking and not only while defending. Costs: 3 pg


Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 3 pg


Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg


(TBA) Grapple Cord: This character may use a grappling line. This will grant access to the ability "Swing". This line may be used to steal the weapons of foes. This must be done instead of attacking. 1-2 range. Whether the weapon is stolen will be determined by a roll. Both the grapple cord user and the character will roll and then add their current skill to the roll. Whoever rolls higher will win the engagement. If the cord user wins, the weapon will be pulled to their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them, but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain adds 30 to the roll of the foe. If the foe's weapon is a signature weapon, they will add 30 to their roll. If the foe has inhuman strength, they will add 30 to their roll. If either character is a larger size class, they will add 30 to their roll. This ability does calculate accuracy Costs: 5 pg

(TBA) Grapple Cord Bind: Instead of taking a weapon with their grapple cord, this character may use his cord to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind more quickly. This bind may hold a foe in place for up to three turns. This ability may only be used once every four turns. This ability does calculate accuracy. Costs: Grapple Cord and 4 pg

Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg


Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain affects, just like if this was a throw. Costs: 3 pg


Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild affects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

EMP: Range 2. All squares adjacent to this lobbed projectile take 70 130 (260) energy type damage. This cannot be dodged, but it can be defended against. This move may only be used once every other turn. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns. Once thrown, and EMP takes four days to regenerate. Cost: 1 energy gem. 

Skills:


Marksman: 4M

Shield: 4M
Explosion 2M
Throw: 3M
Energy: 2M
Martial: 4M
Armor: 3M

Character Type: Martial, Gadget


Weakness: Explosion type damage



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