Thursday, January 31, 2019

The Doctor





The Doctor: Level 13
HP: 2,016
Attack: 26
1 Energy: 5
1 Sonic: 5
Enhanced Sonic Screwdriver: 200 (226) (231) (236) (1180) (1-2 range)
Defense: 26
Speed: 36
Skill: 34
Move: 5




Items:

Enhanced Sonic Screwdriver: A small hand-held tool. Serves as a device to interface with technology much better than as a weapon, but can deliver a sharp sonic burst that injures enemies on a molecular level. 1-2 range. This weapon completely ignores defense. 200 base sonic/energy attack might.

Suitcoat: A snazzy looking outfit. Offers no extra defense, but does increase the power of abilities like "Charisma" and "Confidence".

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.

TARDIS Key: Allows access to the TARDIS.

Abilities:

Temporal Trap: This unit may select one enemy unit within three spaces of them. This unit will be trapped in a time lock for the next two turns. Characters cannot die in a temporal lock, but they do not move and have zero evasion. They can have their HP drained to 1. This ability may only be used once a day. Temporal Trap will still allow damaging statuses to trigger, but it will remove statuses such as sleep, stun, freeze, petrification, or flinch. It will also be impossible to use other non-damaging statuses on a trapped foe, such as Strategist, Expose, Erasure, Null, etc. Costs: 5 pg

Slow Time: This unit may take one turn to slow down time for all enemies within 8 spaces of them. Enemies slowed in this way will lose 30 speed. This lasts for three total turns. Costs: 4 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

(TBA) Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

(TBA) 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

(TBA) Time Warp: Once a day, this character may stop time for two turns. This reduces enemy avoid 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 their 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

(TBA) 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

(TBA) Repair: This unit may take anywhere between 1-3 turns to repair a damaged or broken item. This includes weapons, armor, and vehicles. However, this character may only repair items that are compatible with its universe (ex. sci-fi characters can fix laser blasters, but cannot mend swords. Fantasy characters may be able to fix magical shields, but they cannot fix a tank). Obviously, sometimes items are too damaged to repair. If it is disintegrated, by definition it cannot be fixed. Costs: 1 pg

(TBA) Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five re-rolls in any given battle. Costs: 4 pg

(TBA) Regenerate: Time Lord only ability. This unit may heal their HP completely when it reaches zero unless they are killed in particular ways (poison or instant kill attacks). Healing in this way causes a burst of energy, and this energy will damage any enemies standing within two spaces of this character. The base damage is 100, and it is increased by energy skill levels and energy boosting items. However, the character may also choose to use this ability to heal an ally, dying but giving the other character the amount of HP that they would have healed themselves (this can bring HP higher than the HP cap of that character). Costs: 7 pg

(TBA) Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg

(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

(TBA) Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting a the character to sleep. Costs 4 pg

(TBA) Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost it's evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg

(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg

(TBA) Confidence: Each time this character dodges a foe, it will boost it's base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg


Character type: Worldbreaker

Weaknesses: Mild energy attack weakness. Mild poison weakness. Immune to psychic type damage. Immune to time based abilities.

Caps:
HP: High
Attack: 100
Defense: 100
Speed: 139
Skill: 130
Move: 6

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