Wednesday, January 23, 2019

Ridley





Ridley: Level 36
HP: 20,880
Attack: 370
5M Fire: 80
5M Energy: 80
3M Bite: 60
1M Wing: 40
3M Claw: 60
4M Tail: 70
2M Throw: 50
Plasma Blast: 400 (770) (850) (930) (4,650) (9,300) (1-2 Range)
Metal Talons: 90 (460) (520)
Metal Jaw: 110 (480) (550)
Tail Blade: 150 (520) (590)
Defense: 120
5M Amror: 80
Meta-Ridley Armor: 600 (720) (800)
5M Shield: 80
Energy Shields: 50 (130) (210) (1050) (1850)
Speed: 98
Skill: 98 (138)
Move: 5 (8 while flying)



Items:

Metal Talons: These sharp talons add significant wear damage to armor. They are built into this character and are thus nearly impossible to steal, but this character cannot drop them either. Base 90 claw type damage.

Metal Jaw: -10 hit. This heavy jaw improves biting attacks. However, it is not particularly accurate. Bite-type damage. This weapon will increase it's total damage output by 50% if the enemy is pinned on the ground or unable to move. Base 110 might.

Tail Blade: This ultra-sharp weapon adds blade type damage to the tail of the character using it. It does not do much weapon wear, but it does double the chance of bleeding status moves to activate. Base 150 might.

Meta-Ridley Armor: Cybernetic armor that does not slow down the wearer at all. Base 600 defense. This armor is susceptible to hacking.

Energy Shields: These shields of energy protect Ridley's flank and chest, though they must open to allow his mouth to attack. These shields offer 50 extra defense when not attacking and are boosted by the shield and energy skills and item boosts of this character.

Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40. 

8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire. 

8- 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.

Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.

Finger Of Greed: An odd golden hand, pointing a finger wantingly. This item will drastically increase item drops by fallen enemy units.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.


Abilities:

Space Pirate Rush: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 2 pg 

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (60%) of the time. This ability only activates on physical attacks.  Costs 3 pg

Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like ordinary poisoning, but poison immunity does not protect an enemy from it. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation type attacks, it will take 4 x the damage. This ability takes a turn to deactivate, but may be activated instantly. Costs: 6 pg

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

Plasma Scream: Fire Gem or Energy Gem special attack. This unit blasts a single beam of plasma identical to its normal Plasma blast attack, but it strikes four spaces directly in front of it. This ability requires four days for the element gem to recharge. Costs: 1 Fire or Energy Gem


Character Type: Destructive, Dragon, Strategist, Thief

Weakness: This character takes 4 x damage if it is hit in the mouth with explosion type damage. Weak to absorption-type moves. Otherwise, it resists energy and explosion type attacks.

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