Node Gunner: Level 39
HP: 34,440 (44,772 Seraph Robe)
Attack: 150
5M Marksman: 80
4M Explosion: 70
3M Poison: 60
Heavy Mini Gun: 600 (750) (880) (1760) (2,640)
Heavy Mini Gun-Radium Ammo: 300 (900) (1050) (1130) (1200) (6000) (6600)
Heavy Mini Gun-Anti-Scalecloak Exploding Rounds: 500 (1100) (1180) (1250) (6,250) (6,875)
Defense: 82
5M Armor: 80
Advanced Heavy Node Gunner Armor: 1000 (1082) (1162) (1511) (4533)
Speed: 90 (70) (15)
Skill: 129
Move: 5
Items:
2-Mini-gun: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 range. Base 600 bullet-type might
Advanced Node Gunner Armor: -20 speed. Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. Base: 1000 defense.
8-Anti-Scalecloak Exploding Rounds: If a foe has been inflicted with radiation poisoning, the total might of these bullets will be tripled. They are specially designed to end the life of rapidly regenerating characters. These bullets deal huge damage to shields and barriers. Base 500 explosion/bullet type damage.
16- Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
8- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
Abilities:
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike has a 20% chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The base might of these bullets will be added to the base might of the gun used to fire them. They deal poison/bullet type damage, but unless the foe is immune to radiation, they will ignore immunities and resistances to poison. 300 base might. Costs: 6 pg
Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). 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
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
Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg
Scalecloak Breaker: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% 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: 4 pg
Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
Dual Gunner: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Marksman level.
Character Type: Marksman, Strategist, Defensive
Weakness: Mild bludgeon weakness. Weak to explosion type attacks. Resist psychic type damage. Resist fear abilities. Resist bullet type damage.
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