Tuesday, September 24, 2019

The Armored Titan





The Armored Titan: Level 55
HP: 117,600 (211,680 Seraph Robe+1UP)
Attack: 750
1GM Martial: 200
5M Throw: 80
Armored Fists: 300 (1050) (1250) (3570) (11,250)(22,500)(33,750)
Defense: 1250 (2500)
1GM Armor: 200
Armored Titan Armor: 800 (3300) (3500) (7000) (10,500)(31,500)
Speed: 128
Skill: 155
Move: 6 (7) (10)




Items:

Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.

Stealth Cloak: This extremely lightweight cloak offers no extra defense, but it does grant +20 to this character's avoid.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character. 

Abilities:

Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will  multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. Costs: 6 pg

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

Ramming Tackle: -30 hit. This unit may rush forward in a powerful tackle. If this attack lands, it will deal 20% of this character's current HP as damage to the foe alongside the regular martial attack of this character. This will also knock the opponent back 3 spaces. If the unit being blasted back strikes other units, they will take 25% of the total damage themselves. This attack cannot be countered until the foe has been blasted back, thus requiring range or movement enhancing counters. This attack completely ignores defense. This attack may be used once every three turns. If this attack misses, the character performing it will take half the total damage of the attack themselves. Costs: 5 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This ability cannot be removed by strategist. Costs: 2 pg

Armored Fists: This unit can cover its fists with heavy armor. This adds 300 base might to regular fist attacks and gives them heavy shattering power. These fists also deal 50% more damage when initiating the attack. This ability cannot be removed by strategist. Costs: 3 pg

Armored Titan: Signature ability. This unit possesses diamond-like. This will render the character immune to blade, bullet, and pierce type attacks unless this diamond skin is destroyed. This armor also grants extreme resistance to bite, tail, wing, and claw type damage. This will also add 800 to the total defense of this character. If this armor is destroyed, this character must take a full turn to repair it, and the armor will not return until the turn after this is done. This ability cannot be removed by strategist. Costs: 6 pg

Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg

Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over the forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

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

Iron Defense: This character takes a turn to drastically harden their metal defense. This will increase their total defense by 50%. If they are struck during the turn they try to apply this buff, this move will fail. This ability may stack, maxing out at a 300% defense buff. This buff lasts for 5 turns. Costs: 3 pg

(TBA) 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% of the time. This ability only activates on physical attacks.  Costs: 3 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) 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

Character Type: Destructive, Defensive, Martial

Weakness: Explosion type damage. Explosion and shatter damage will also destroy the armor of this titan. This character takes double damage from throws, though its size often prevents that from being a problem. Resists martial and earth type damage. 

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