Sunday, November 17, 2019
Saitama
ONE PUNCH: Level 100
HP: 3,000,000
Attack: 200,200
OMEGA Martial: 2000
5GM Explosion: 1000
5M Air: 1000
Martial Attacks: 200200 (202,200) (606,600) (909,900)
Concussive Punch: 400 (200600) (202600) (203600) (204600) (1,023,000) (2,046,000) (3,069,000)
Defense: 200,000
1GM Armor: 200
Saitama's Super Hero Suit: 300 (200,300) (200,500)
Speed: 380 (+25 avoid)
Skill: 385
Move: 14
Items:
Saitama's Super Hero Suit: A suit designed for the work of a hero. This equipment offers resistance to martial, bludgeon, and explosion type damage. However, it is not very sturdy. Base 300 defense.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
8-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Abilities:
One Punch (III): This character may instant kill a foe. The odds of this happening are equal to this character's pg level calculated as a percent chance. This attack must be activated, cannot be used to counter-attack, and may only strike once. Costs: 60 pg
Rapid Fists: This character may use martial attacks twice the amount they normally would when they initiate the attack. This basically grants them brave a brave-weapon like attack pattern. Cost GM martial or five power gems.
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 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
Concussive Punch: This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 400 might. They are improved by super-human strength. This ability cannot be removed by strategist. Costs: 7 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
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 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
Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Character Type: Martial
Weakness: Bored. This character no longer cares for battle. As such, his speed and skill stats are normally halved, and he refused to access any of his defense. His total attack is also usually halved. As far as damage-type weaknesses, he has none... though sleep inducing abilities work well. Saitama resists mind control.
Resists: Fire, Ice, Air, Explosion, Sonic, Dark, Light, Water, Energy, Magic, Psychic. Extreme resistance to blade, pierce, bludgeon, bullet, and body type attacks.
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