Thursday, December 26, 2019

Goku






Son Goku: Level 81
HP: 840,000 (1,680,000 1-UP+Seraph Robe) (3,360,000) (4,200,000) (6,300,000 Heart and Soul) (7,560,000 Rune Arc)
Attack: 12,300
5GM Martial: 1,000
5GM Energy: 1,000
5GM Explosion: 1,000
5GM Light: 1,000
2GM Throw: 400
Energy Blast: 12,300 (11,300) (84,750(169,500) (211,875)
Martial Attack: 12,300 (10,700) (11,700) (52,100) (43,875)
Ki Martial: 12,300 (10,700) (11,700) (12,700) (95,250) (190,500) (571,500) (1,143,000) (1,428,750)
Kamehameha: 300 (12,600) (11,600) (12,600) (13,600) (102,000) (204,000) (306,000) (612,000) (765,000)
Defense: 12,200
5GM Armor: 1,000
Aged Mail: 150 (1,150) (13,350)
Elite Hoshidan Martial Armor: 300 (11,650)
 (27,300) (40,950)
5GM Shield: 1,000
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (43,650)
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (79,650)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (110,250)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (140,850)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (171,450)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (202,050)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (232,650)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (263,250)
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (279,750)
Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (296,250)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (311,550)
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (326,850) (652,700) (979,550)
Speed: 285 (295) (300) (310) (320) (+15 SS) (+25 SSG) (+35 SSGSS) (+25 avoid) (+30 avoid) (+20 avoid) (-10 PTSD)
Skill: 295 (-10 PTSD)
Move: 9 (11)


Items:

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.

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.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

2-Heart Container: A mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container. 

Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.

Fist of Gratia++: Huge square bunching weapons. Deal considerable wear to plate style armor and barriers. Difficult to break. Deal 200 (400) martial type damage.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Elite Hoshidan Martial Armor: +10 speed. Lightweight, extremely balanced armor. Wears easily, but does add extreme resistance to pierce, water, and light type damage. With easy wear comes easy repair, but this can become tedious as it must be done after any intense battle. Base defense: 300.

Stealth Hoodie: +30 avoid. A rather goofy notion... but surprisingly effective. This hoodie offers no real defense or resistance, but its coloration and shape somehow make the character wearing it harder to hit.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

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

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts. 

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.

Serum Of Haste: This serum is a consumable that may be used once per battle. It will return to the user’s inventory when the battle ends. Using this serum will allow abilities that usually take multiple turns to trigger to activate one turn earlier. In order to do this, simply consume the serum and choose which ability to hasten. This works on abilities such as Quiver Dance or Bulk Up, causing them to finish the same turn they are activated.

Lingering Dragonscrest Ring: This ring will double the duration of augments and conditional buffs activated by this character. This item is easily lost or stolen. 

Patience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down). 

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons. 

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

(TBA) Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

4-Pom of Power (Energy): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

12-Energy Gems+Energy Plate

16-Day Pearls

12-Bomb Badges+Explosion Plate

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them. 

Heavy Duty Boots: Permanent +1 Move. Stacks with Boots. Allows wearer to ignore all movement debuffs from terrain (except Sticky Web)

Abilities:

Goku Super Sayain (III+Needled): Goku Signature Ability. This character may access an elevated form of combat, boosting both their speed and power. This ability takes one full turn to activate, and the boosts will last for five 
(15) turns. This ability may be used once per battle. Upon achieving this first elevated state, the character will receive a +15 speed boost and increase their damage output by 50%. At this second stage of the ability, after reaching Super Sayain, the character may charge for another turn (at any point during his 5 super Sayain turns), doing this will activated Super Sayain God. This will double the character's attack and grant a +25 speed boost. This state will last an additional 5 (15) turns. If the character wishes, he may instead access super Sayain twice in a battle, rather than going to this second phase. If Goku is in Super Sayain God, he may take another turn to charge and at the beginning of the next turn he will become Super Sayain Blue. In this final form he will gain +35 speed and deal triple damage for the next five (15) turns. Or, if he wishes, he may not reach blue and instead spend either 20 turns as Super Sayain or ten turns as SSG (requiring a charge for every five turns). In the Needled State, Goku may shift one tier higher in his Sayain forms at the start of each turn he takes. This includes additional turns granted by abilities or items (such as Sing of Gale Larimars). Costs: 20 pg

Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 (10) times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three (nine)  turns. Costs: 4 pg

Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg

Instant Transmission: This character may teleport to any portal or character that they have previously visited. This ability takes 6 (3) turns to recharge, and it takes a full turn of charging to accomplish. The character may not attack directly after warping. If the character is struck on the turn it is charging up to teleport, the ability will fail. If this character is warping to a foe on the same map, they may attack after warping, but they cannnot activate their abilities. 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

Inhuman Might Stance: This character may take one turn to take a powerful fighting stance. This stance will last for the rest of the battle. In this stance, damage buffs from Inhuman Strength may be applied to abilities like Nen-Master, Ki-Master or other single-element martial attacks that are normally only boosted by Weaponized Body (if all abilities are unlocked). This ability may not be removed by strategist. This does not count as a conditional boost. Costs: 1 pg

Ultra Instinct: Signature ability. Goku unleashes his Ultra Instinct. This gives him uncanny understanding of the area around him and greatly enhances his skill in combat. This ability may be activated at any time and will last three (9) turns. In those turns Goku will recieve +50 avoid and will dodge all ranged attacks no matter what. He may also dodge attacks that "always hit". He will also receive +50 skill during this three (9) turns. Using this ability will also prevent him from using up turns in whatever level of Super Sayain he has reached, allowing him to stay in that state longer. This ability may be used once (twice) a battle. Costs: 8 pg

Ki Master: This unit is very proficient in using Ki. They may add their energy skill stat and boosts to all their martial attacks. Does not interfere with weaponized body. Costs: 3 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

Kaio-ken: Dragon-ball Universe ability. This character focuses their martial energy, preparing for a powered up assault. This ability will remove the damage boosting cap placed on the ability “Bulk Up” as well as double the amount of times the ability “Bulk Up” can be used. Costs: 3 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

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

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 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

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

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1pg (Small Buckle)

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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

(TBA) Kamehameha (II): Once every three (other) turns, this character may fire a powerful energy blast that will strike 6 spaces in a straight line in front of it. This attack has a base 300 energy/light/explosion type damage. This attack may be charged. If this attack is charged, then it will deal double damage and will not receive the 3-turn cooldown. Costs: 6 pg

(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 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) Spirit Bomb: Goku may sacrifice his own lifeforce to create a massive ball of devastating energy. This attack takes one turn to charge, but upon charging, the attack may be thrown up to ten spaces away. The attack will create an AoE that strikes all squares within eight spaces of where the attack initially targeted. The base might of this energy/explosion/light type damage attack is 100. The total damage of this attack may be boosted by sacrificing the HP of this character. For every 10% of HP this character chooses to pour into this attack, the total damage given will be increased by 10%. This ability may be used once a day. Costs: 6 pg

(TBA) Instant Transmission (II): This character may teleport to any portal or character that they have previously visited. This ability takes 6 (3) turns to recharge, and it takes a full turn of charging to accomplish. The character may not attack directly after warping. If the character is struck on the turn it is charging up to teleport, the ability will fail. If this character is warping to a foe on the same map, they may attack after warping, but they cannnot activate their abilities. At second tier they may warp themselves and one adjacent unit so long as they are warping on the same map. The ally who has been warped will not be able to move after being taken with Instant Transmission, but they may attack or act. Costs: 10 pg

(TBA) Kamehameha: Once every three turns, this character may fire a powerful energy blast that will strike 5 spaces in a straight line in front of it. This attack has a base 50 energy/light type damage. Costs: 3 pg

(TBA) Kamehameha (III): Once every three (other) turns, this character may fire a powerful energy blast that will strike 8 spaces in a straight line in front of it. This attack has a base 800 energy/light/explosion type damage. This attack may be charged. If this attack is charged, then it will deal triple damage and will not receive the 3-turn cooldown. If this attack is charged it will also deal an additional 50% to the adjacent foe(s) it targets. Costs: 12 pg

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg

(TBA) Destructo Disc: Once every other turn, this character may fire off double the normal amount of energy blasts. These blasts are sharp, and will also deal blade and light damage. These blasts are incredibly hard to dodge, as they practically home in. This means the attack will ignore abilities like stealthy flier, teleport dodge, or dodge roll. Costs: 5 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain affects, just like if this was a throw. Costs: 3 pg

Character Type: Martial, Speed, Energy

Weakness: Resists martial and energy. Unfortunately, the kind heart of this fighter puts him at a disadvantage from time to time. If facing a foe he believes he has beaten (any foe who has less than 10% HP), he will take double damage from said foe and will not calculate for any speed or evasion boosts. Mild psychic weakness.

Due to trauma, Goku will immediately take the panic status if he strikes any ally characters with his attacks.

(Innate Resistances: martial, energy
Resistances: pierce, water, light, blade, magic, dark, fire, lightning.)

Caps:
HP: High
Attack: 400
Defese: 300
Speed: 130 (-10 PTSD)
Skill: 140 (-10 PTSD)
Move 8

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