Wednesday, September 25, 2019

The Colossal Titan





The Colossal Titan: Level 76
HP: 840,000 (1,680,000 1UP+Draught of Life) (3,360,000) (4,200,000)
Attack: 6900
3GM Martial: 600
5M Throw: 80
5GM Fire: 1000
5GM Explosion: 1000
5GM Air: 1000
Martial Attacks: 6900 (7500) (15,000) (24,000) (72,000)(216,000)(432,000)(1,296,000)(1,620,000)
Steam Blast: 50 (6950) (7950) (8950) (67,125) (134,250) (268,500) (805,500)(2,416,500)(3,020,625)
Colossal Titan Shift: 200 (7100) (8100) (9100) (10100) (75,750) (151,500) (227,250) (454,500) (1,363,500)(4,090,500)(5,113,125)
Defense: 6900 (13,800) (27,600) (41,400)
1GM Shield: 200
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (46,800)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (79,800)
Rayquazascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (112,800)
Rayquazascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (145,800)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (176,400)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (207,000)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (237,600)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (268,200) (536,400) (804,600)
Speed: 210 (-50 avoid)
Skill: 235 (+20)
Move: 7 (8) (9) (12)




Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

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.

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.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.

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.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

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

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage. 

Magic Stoneplate Ring: This ring grants resistance to magic damage. It is easily lost or stolen.

Dark Stoneplate Ring: This ring grants resistance to dark damage. It is easily lost or stolen.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.

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. 

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Devilish Destruction Charm

2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each. 

4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).

4-Poms of Power (Air, Fire)

12- Fire Gems+Flame Plate

12- Bomb Badge+Explosion Plate

12-Air Gem+Air Plate

Abilities:

Colossal Titan Shift: This character may transform itself into a titan. This makes it a Titanic size, and it will multiply the character's total attack might x 3. Unlike most titan shifts, this will not increase the movement of the character. 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%. When this character shifts into a Titan, the energy released is extremely dangerous. When this character shifts into a titan, it will unleash an AoE that reaches all enemies within 5 range. This attack cannot be dodged, and it will not be countered. This explosive bast has a base 200 fire/explosion/air type might. This unit may only shift into a Titan once per battle. Costs: 10 pg

Steam Blast: Signature Ability. This character may release a blast of extremely hot steam. This will give fire/air type damage and has a base 50 might. This steam is a 2 AoE, and it works like a terrain. Any character who starts their turn in this steam, or is in the AoE range when this attacked is used to attack or counter, will take damage, and the damage will ignore defense and avoid regardless of evasion abilities. All characters struck by the blast, but not all characters who start too close to the Titan, will be able to counter. While this character is generating this steal field, its movement speed will be reduced by 2, and it will be unable to use martial attacks to counter foes. This character may use this steam blast rather than attacking as many times as it wants. While the steam blast is present, no solid projectiles (or whip-like weapons) may strike this character except for ones that are unusually large (massive boulders and other objects of massive weight). This steam blast will reflect all solid or semi-solid projectiles. Moving through this steam will cost a foe 3 movement points, making the titan extremely hard to approach. Moving through the steam will give the steam damage immediately. Costs: 8 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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will multiply the damage of normal strikes by 200%. Costs: 16 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

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

Titan Regeneration: Titan exclusive ability. This unit will heal 20% (25%) 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

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 effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
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

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

(TBA) Fists and Feet of Fire: This character may add its fire skill stats and boosts to its martial attacks. Costs: 2 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) Fire Shield: Grants a protective shield of fire to the character. This shield does not defend against psychic, magic, or water type damage. The base might of the shield is 100 but is boosted by the fire skill stats and boosts of this character. 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

(TBA) Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (220) (880) fire-type damage immediately. Costs: 6 pg


Character Type: Destructive, Defensive, Martial

Weakness: Water-type damage. Mild earth weakness. Resists martial, bludgeon, and pierce type damage. Immune to fire type damage. 

Caps:
HP: Titanic

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