Peter Parker: Level 75 (76 atk/dfs/abilities)
HP: 420,000 (840,000 1-UP+Seraph Robe) (1,260,000 Heart and Soul) (1,512,000Rune Arc)
Attack: 5,100
3GM Martial: 600
1M Claw: 40
Martial attacks: 5,100 (5,700) (11,400) (18,240) (54,720) (164,160) (328,320) (42,816) (554,861)
Enhanced Iron-Spider Fists: 200 (5,300) (6,900) (13,800) (22,080) (66,240) (198,720) (397,440) (516,672) (645,840)
Iron-Spider Legs: 400 (5,500) (5,540) (11,080) (22,160) (66,480) (199,440) (259,272) (324,090)
Defense: 4,800
2GM Armor: 200
2GM Armor: 200
Mithril Chainmail: 1,600 (6,400) (6,600)
Iron-Spider Suit: 400 (7,000)
Elite Storm Shields: 300 (7,300)
Elite Storm Shields: 300 (7,300)
2GM Shield: 200
Speed: 265 (275) (285) (+25 avoid) (+30 avoid when being attacked) (+30 avoid)
Skill: 265 (305) (+20 hit when attacking)
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.
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.
Enhanced Iron-Spider Legs: These legs are attached to the intermediate version of the Iron-Spider Suit. They deal pierce damage and are enhanced by claw skill levels. These weapons will no longer inhibit proficency boosts if they are used in tandem with martial attacks. Base 400 might.
Enhanced Iron-Spider Legs: These legs are attached to the intermediate version of the Iron-Spider Suit. They deal pierce damage and are enhanced by claw skill levels. These weapons will no longer inhibit proficency boosts if they are used in tandem with martial attacks. Base 400 might.
Enhanced Iron-Spider Fists: These enhanced martial implants to the Iron-Spider suit grant an additional 200 base might to all martial fist attacks (thus not improving abilities like high jump kick).
Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 1600 defense.
Enhanced Iron-Spider Suit: +10 speed. This suit is the intermediate version of the powerful Iron-Spider Suit. It offers 400 defense and comes equipped with four long spider legs that can function as powerful weapons. These legs can hold the character up above certain low type of terrain, granting immunity to ice and spikes. Holding the character above the ground also grants resistance to certain earth type attacks. The legs are programmed to catch Peter's Fall, and as such, they will halve the damage of throws used on this character. However, these legs are easily damaged and destroyed, and the suit is susceptible to hacking. The suit grants resistance to blade, bullet, explosion, and claw type damage.
Spider Gliding Wings: Wings that spread from beneath the arms of a spider-suit. Allows the user to glide. If the user jumps off of a tall structure or flying character/vehicle, they will be able to have the same bonus effects of flying movement for the rest of the turn until they land at the end of the turn. This unit also does not have to land on hazardous terrain when thrown; being able to move two spaces in any direction after being released from a grab. These wings may add 2 to gliding movement (at the end of swing movement, removing swing movement buffs if used).
Elite Storm Shields: These shields work more like a cloak, offering defense as a form of armor. These shields offer resistance to energy, air, water, and ice. Base 300 defense.
Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40.
Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2.
Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
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.
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
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also 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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
ᚦPatience 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).
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).
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.
Pure Stone
Needle Stone+Pierce Plate
Abilities:
Instant Kill Mode-Activate: Signature ability. With a single voice command, Peter may access both his own spider-sense and a terrifyingly fast super-computer built into the Iron-Spider suit. This ability may be activated and then Peter may attack directly after activating it. When activated, the spider arms will completely ignore the enemy's defense stat. The spider arms will also attack twice for each regular martial attack Peter uses. Thus, each strike will be one martial, and then two spider arms will strike directly after. These arms will attack both when attacking and when counter-attacking. In this mode, Peter's martial attacks will be boosted by 50%, and his speed will be increased by 20. This mode may only be used once (twice) per day, and it will last for 3 (4) turns after having been activated. Costs: 8 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Web shot: If this character has the ability "Sticky Web", it may shoot out the terrain onto one space without charging for a turn. This character may fire this terrain up to two spaces away from itself. Costs: 1 pg
Sticky Web: This character must charge one turn. At the beginning of its next turn, each square adjacent to it will be covered in sticky webbing. This will reduce enemy speed by 30 if they stand on this terrain. This terrain will stop you immediately if you step into it. After the initial stop, moving through sticky web costs two movement points. Sticky web can be burned away. Costs: 4 pg
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
(Taken-Falcon Knight) Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg
Yanking Combat: -15 hit. If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 to their total movement, add +20 to their avoid for the rest of their phase. Costs: 2 pg
Spider-Sense: This character has an uncanny perception of its surroundings. This adds 30 avoid when being attacked. It will also add +20 hit when attacking. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 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
Weaponized Body (III): If this unit uses only pure body type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
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
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
(TBA) Closeline Counter: If this unit uses yanking combat and pulls a foe to themselves, this single counter-attack will deal triple damage and end the attack of the enemy. This will not calculate accuracy if Yanking Combat lands. If this vantages the foe and strikes them, the foe will not land a single hit. Costs: 3 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) Grappling Web: This unit my use web to try and steal equipped items. Instead of attacking, this unit may choose an enemy within 1-2 spaces of them. The unit may then try to steal the enemy's weapon. This move has a 100% chance of succeeding, but it loses 5% for every normal skill level the enemy has in that weapon type, and 15% for every master level. If this character steals the enemy's weapon, it goes to this character's hand. They cannot put it into their inventory until they defeat the foe. This unit may also take a turn to grapple up high structures. This item increases a normal grab range by 1. Costs: 3 pg
(TBA) Swinging Kick: If this character is using swinging movement, it may boost the damage of its martial attacks. For every square that this character moves in a straight line, it may boost its damage by 10%. This swinging kick generates significant force and can be used to make certain characters trip or fall off mounts. Costs: 4 pg
(TBA) Clinging On: This character takes a turn to grip whatever surface it is on. This makes them much harder to move. This will prevent blast back and other abilities that move the character from working. It will also make it where a character must be strong enough to throw a character who is a size class larger than this character if they are to throw them. This will also allow the character to climb structures. However, this will make it where this character must lose 2 movement speed and can only use crawling movement. Costs: 2 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) 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 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 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
Character Type: Melee, Speed
Weakness: Bite, claw, and explosion type damage. Mild blade weakness. Resists martial and bludgeon.
Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 140
Skill: 140
Move: 8
(TBA) Grappling Web: This unit my use web to try and steal equipped items. Instead of attacking, this unit may choose an enemy within 1-2 spaces of them. The unit may then try to steal the enemy's weapon. This move has a 100% chance of succeeding, but it loses 5% for every normal skill level the enemy has in that weapon type, and 15% for every master level. If this character steals the enemy's weapon, it goes to this character's hand. They cannot put it into their inventory until they defeat the foe. This unit may also take a turn to grapple up high structures. This item increases a normal grab range by 1. Costs: 3 pg
(TBA) Swinging Kick: If this character is using swinging movement, it may boost the damage of its martial attacks. For every square that this character moves in a straight line, it may boost its damage by 10%. This swinging kick generates significant force and can be used to make certain characters trip or fall off mounts. Costs: 4 pg
(TBA) Clinging On: This character takes a turn to grip whatever surface it is on. This makes them much harder to move. This will prevent blast back and other abilities that move the character from working. It will also make it where a character must be strong enough to throw a character who is a size class larger than this character if they are to throw them. This will also allow the character to climb structures. However, this will make it where this character must lose 2 movement speed and can only use crawling movement. Costs: 2 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) 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 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 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) 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 effects, just like if this was a throw. Costs: 3 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) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg
Character Type: Melee, Speed
Weakness: Bite, claw, and explosion type damage. Mild blade weakness. Resists martial and bludgeon.
(Weakness: bite.
Innate Resistances: martial, bludgeon.
Extreme Resistances: pierce.
Resistances: blade, bullet, energy, air, water, ice, magic, dark, fire, lightning.)
Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 140
Skill: 140
Move: 8
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