Samus Aran: Level 45
HP: 56,700 (102,060)
Attack: 90
3 Martial: 15
5 Marksman: 25
5 Energy: 25
4 Explosion: 20
1 Ice: 5
1 Magic: 5
5 Dark: 25
5 fire: 25
Martial Attacks: 90 (115)
Basic Blaster: 5 (95) (120) (145) (725)
Arm Cannon: 250 (340) (365) (390) (410) (435) (2175) (4,350)
Ice Beam Cannon: 250 (340) (365) (390) (395) (420) (2100) (4,200)
Eminis Ice Beam Cannon: 550 (640) (665) (690) (695) (700) (725) (3625) (7250) (10,875)
Dark Void Blast: 900 (990) (1015) (1040) (1065) (1090) (5450) (10,900)
Defense: 135
5 Armor: 25
3 Shield: 15
Zero Suit: 5 (140) (165)
Varia Suit: 350 (485) (510)
Varia Suit Shields: 10 (25) (50) (250) (760)
Mark SA1: 400 (535) (660)
Mark SA1 Shields: 200 (215) (240) (1200) (1,860)
Speed: 111 (+10) (+5)
Skill: 135 (145)
Move: 5
Items:
4-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%.
Basic Blaster: An extremely simple plaster. +5 speed. Deals 5 energy/marksman type damage.
Zero Suit: A suit designed primarily for agile movement, but not for combat. Grants +10 avoid if this is the only armor the character is wearing. Base 5 defense.
Varia Suit: Resists fire, ice, explosion, poison. See ability.
Arm Cannon: Basic unit. See ability.
Eminis Ice Beam Cannon: +5 speed. This arm cannon has been enhanced with Stark tech and a shard of Eminis' crystal at its core. This weapon is extremely powerful, dealing ice/magic/energy type damage with a base 550 might. It improves upon the regular ice beam, cause the enemy to have a 20% building chance to freeze, and the thaw chance is reduced to 15% each turn for 3 turns. However, this ice beam will also cause a 5% building chance to freeze the character who is using it. Not using this weapon for an entire phase will cause this freezing build-up to dissipate. This weapon works regardless of whether or not the Ice Beam ability is equipped.
Mark-SA1: +10 speed. A suit designed by Stark and Samus to integrate into Samus's power suit. It can survive in space or in deep-sea environments and comes with built in energy reflector shields that grant 200 base defense when defending and are boosted by energy and shield skill and item boosts. This suit resists absorb type damage as well as poison. The suit resists energy as well due to silver-light. This suit makes the wearer immune to poison and disease statuses, but does not offer protection from radiation. The suit will take significant wear from fire or axe type attacks, due to the live Hardwood that his been integrated into its casing. Grants 400 base defense.
8- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
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.
8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
Abilities:
Varia Suit: This impressive, basic form of the power suit is the go-to armor of Samus Aran. Once this suit is acquired, Samus may unlock other forms of this armor. This suit grants 350 base defense and comes equipped with an energy shield that grants 100 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant extreme resistance to fire, ice, explosion, and poison type damage. This suit will boost Samus' total defense by 50%. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist; however, extremely powerful fear conditions can cause this suit to disappear completely until Samus regains focus. Costs: 6 pg
Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 3 pg
Bug killer: When attacking a unit who and insect or insect-like alien, this unit will add 30% to their damage output. Costs: 2 pg
Arm Cannon: +5 speed. The basic weapon of the power-armor. This canon is easy to fire due to its engraftment into the arm of the user. The cannon has a 250 base energy/explosion/marksman type might. This canon may be charged using charge shot, but the character using it may still move around freely. This ability may not be removed by strategist. 1-2 range. Costs: 3 pg
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg
Ice Beam Cannon: This modification may be used to replace the explosion type damage of the arm canon with ice type damage. This beam gradually builds up a deadly freezing status in a foe. Each time a blast from this weapon strikes a foe, it increases their chance of freezing by 15%. This frosty build-up will begin to dispell as soon as Samus stops targeting that foe. If frozen by this ray, a character will miss their turns and have zero evasion for the next 3 turns (with a 30% thaw chance). Certain characters who resist ice or have flame body are immune to this status. Costs: 3 pg
Ranged 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
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 an enemy. Costs 2 pg
Super Missile: -10 hit. This missile is much slower to fire and thus much easier to dodge. However, it is incredibly powerful. This missile may only be fired once every three turns, and the attack may only strike once. However, this attack will destroy almost any shield or barrier in a single hit, and has a base 800 (850) (865) (870) (890) (4,450) (8,900) explosion/energy/marksman type might. Costs: 4 pg
This Armor is Part of Me: This character may add their armor skill stats to attacks that are directly linked with the armor they were. Costs: 1 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 (4) 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 the radiation status and is boosted by and resisted by items pertaining to radiation. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. This brutal status can stack. 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
Dark Void Blast: +40 hit. Once every three turns this character may alter the arm canon into a powerful dark blaster. This attack may only strike once, but it will hit all characters adjacent to the foe who is struck. The black-hole like blast is extremely hard to dodge. Base 900 energy/dark/marksman type damage. Costs: 4 pg
Tracking HUD: This unit's visor tracks the movement of foes and makes striking them easier. This grants +10 skill when using a ranged weapon, but will result in a -30 skill penalty if this character is struck by an EMP. Cost: 2 pg
(TBA) Gravity Suit: Samus may take a turn to switch from her Varia suit into this suit instead. This suit grants 350 base defense and comes equipped with an energy shield that grants 100 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant extreme resistance to fire, ice, explosion, and poison type damage. This suit will cause Samus to ignore gravity abilities used by foes and allow her to move through water without being slowed down. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist; however, extremely powerful fear conditions can cause this suit to disappear completely until Samus regains focus. Costs: 4 pg
(TBA) Dark Suit: Samus may take a turn to switch from her Varia suit into this suit instead. This suit grants 350 base defense and comes equipped with an energy shield that grants 100 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant extreme resistance to fire, ice, explosion, and poison-type damage. This suit will cause Samus to be immune to dark damage and immune to extremely resist the radiation status. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist; however, extremely powerful fear conditions can cause this suit to disappear completely until Samus regains focus. Costs: 4 pg
(TBA) PED Suit: Samus may take a turn to switch from her Varia suit into this suit instead. This suit grants 350 base defense and comes equipped with an energy shield that grants 100 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant extreme resistance to fire, absorb, explosion, and poison-type damage. This suit will halve the damage taken from being in a Phazon boost. It will also increase the damage during the Phazon boost by an addition 100%. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist; however, extremely powerful fear conditions can cause this suit to disappear completely until Samus regains focus. Costs: 4 pg
(TBA) Fusion Suit: Samus may take a turn to switch from her Varia suit into this suit instead. This suit grants 350 base defense and comes equipped with an energy shield that grants 100 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant extreme resistance to fire, absorb, explosion, and poison-type damage. This suit will boost Samus speed and skill by +20. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist; however, extremely powerful fear conditions can cause this suit to disappear completely until Samus regains focus. Costs: 4 pg
(TBA) Metroid Form Shift: Signature ability. Samus Aran may unlock the terrifying potential of her Metroid DNA. Upon falling in battle, Samus will immediately instead transform into a Metroid-like form. This will cause her to absorb the energy of all characters within 10. She will absorb 20% of their HP and heal herself as much HP as she takes from foes. In this form, all of Samus' attacks will deal 2x damage. She will also always have all anger abilities active. However, she will drain any character who are within 2 range of her 20% of their HP at the start of each turn and heal herself that much. This applies to friends and foes alike. She will also be mandated to attack a character each turn if possible. This form shift will only be undone at the end of a battle. If Samus has this ability unlocked, she may also pay for Metroid Draining Bite. This will be used as a choke rather than a bite. If she is in her Metroid Form, this choke will deal 2x more damage. Costs: 15 pg
(TBA) Morph Ball: If this unit moves in a straight line and does not attack during its turn, it may increase its movement by 50% and add 35 to its avoid. Costs: 4 pg
(TBA) Beam Grab: 1-2 range. An energy/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long chain whip and stabs it into small or very small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's chain, attack, throw, energy, and whip. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
(TBA) Phazon Beam Grab: If this character is performing a Phazon burst, they will add their dark type damage to their beam grab. Costs: 1 pg
(TBA) Beam Grab Absorb: If this character performs a beam grab, they will heal as much HP as they deal in damage to the foe that they throw. Costs: 2 pg
(TBA) Wave Beam: This unusual modification can remove the explosion-type damage of the arm cannon, but it will also increase the range of that weapon by 1, and increase the speed by another +5. This beam will also completely ignore defense and will strike every foe that it passes through. All foes have a chance to retaliate. Costs: 3 pg
(TBA) Homing Missile: +10 hit. This modification to the arm cannon will allow it to fire extremely potent missiles. These deal much heavier explosion damage, causing huge wear to enemies. Unfortunately, using homing missiles results in a loss of the +5 speed normally associated with the arm cannon. However, this does not mean multiple missiles cannot be fired per turn. Unlike the arm canon, the base might of these missiles is 300. Costs: 3 pg
(TBA) Power Bomb: This ability takes one turn to charge. After charging, it will unleash a devastating explosion that is impossible to dodge and will strike all foes within 10 spaces of the character. The base might of this attack is 100 explosion/energy type damage. This attack may be used three times per battle. Costs: 5 pg
(TBA) Flame Thrower: This modification to the arm canon transforms it into a deadly flame thrower. This changes the energy-type damage into fire, making this weapon fire/explosion/marksman. However, the flame thrower is slightly weaker than the arm canon, and can only ever have 1-2 range (regardless of other abilities). The base might of this weapon is 200. Every time this weapon strikes a foe, it has a 40% chance to burn them. Costs: 3 pg
(TBA) Blazing Light Blast: This modification allows for the arm cannon to fire beams of light. This will alter the damage type to light/fire/marksman, and will add 1 range to the attacks. These light blasts are extremely bright, inflicting -15 skill on opponents for 1 turn after they are struck by the blast. These blasts also have a 20% chance to burn the enemy. Costs: 3 pg
(TBA) 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) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 pg
(TBA) Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Character Type: Marksman, Energy, Martial, Strategist
Weakness: Mild weakness to tail damage. Absorb type attacks. This character resists taunt, and is immune to real-damage blows.
Caps:
HP: High
Attack: 100
Defense: 150
Speed: 123
Skill: 150
Move: 6
(TBA) Morph Ball: If this unit moves in a straight line and does not attack during its turn, it may increase its movement by 50% and add 35 to its avoid. Costs: 4 pg
(TBA) Beam Grab: 1-2 range. An energy/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long chain whip and stabs it into small or very small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's chain, attack, throw, energy, and whip. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg
(TBA) Phazon Beam Grab: If this character is performing a Phazon burst, they will add their dark type damage to their beam grab. Costs: 1 pg
(TBA) Beam Grab Absorb: If this character performs a beam grab, they will heal as much HP as they deal in damage to the foe that they throw. Costs: 2 pg
(TBA) Wave Beam: This unusual modification can remove the explosion-type damage of the arm cannon, but it will also increase the range of that weapon by 1, and increase the speed by another +5. This beam will also completely ignore defense and will strike every foe that it passes through. All foes have a chance to retaliate. Costs: 3 pg
(TBA) Homing Missile: +10 hit. This modification to the arm cannon will allow it to fire extremely potent missiles. These deal much heavier explosion damage, causing huge wear to enemies. Unfortunately, using homing missiles results in a loss of the +5 speed normally associated with the arm cannon. However, this does not mean multiple missiles cannot be fired per turn. Unlike the arm canon, the base might of these missiles is 300. Costs: 3 pg
(TBA) Power Bomb: This ability takes one turn to charge. After charging, it will unleash a devastating explosion that is impossible to dodge and will strike all foes within 10 spaces of the character. The base might of this attack is 100 explosion/energy type damage. This attack may be used three times per battle. Costs: 5 pg
(TBA) Flame Thrower: This modification to the arm canon transforms it into a deadly flame thrower. This changes the energy-type damage into fire, making this weapon fire/explosion/marksman. However, the flame thrower is slightly weaker than the arm canon, and can only ever have 1-2 range (regardless of other abilities). The base might of this weapon is 200. Every time this weapon strikes a foe, it has a 40% chance to burn them. Costs: 3 pg
(TBA) Blazing Light Blast: This modification allows for the arm cannon to fire beams of light. This will alter the damage type to light/fire/marksman, and will add 1 range to the attacks. These light blasts are extremely bright, inflicting -15 skill on opponents for 1 turn after they are struck by the blast. These blasts also have a 20% chance to burn the enemy. Costs: 3 pg
(TBA) 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) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 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 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
(TBA) Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Character Type: Marksman, Energy, Martial, Strategist
Weakness: Mild weakness to tail damage. Absorb type attacks. This character resists taunt, and is immune to real-damage blows.
Caps:
HP: High
Attack: 100
Defense: 150
Speed: 123
Skill: 150
Move: 6
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