Tuesday, March 24, 2020

Node Raven





Node Raven: Level 44
HP: 30,240 (39,312 Seraph Robe)
Attack: 90
4M Sword: 70
3M Dark: 60
3M Poison: 60
4M Energy: 70
5M Wing: 80
4M Marksman: 70
4M Explosion: 70
Advanced Radium Blade Wing Pack: 450 (540) (510) (570) (630) (700) (780) (3900) (7800) (11,700)
Combat Shotgun-Exploding Rounds: 500 (590) (660) (730) (3650) (4015)
Defense: 88
2M Armor: 50
Advanced Node Raven Armor: 200 (432) (482)
Speed: 119 (114)
Skill: 119 (114)
Move: 5 (8)




Items:

Advanced Radium Blade Wing Pack: An advanced version of the ability unlocked item of the same name. This weapon boasts 300 (450 at Master) might. See the ability for other properties. These blades/wings will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a soley blade type attack).

Advanced Node Raven Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage. 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. This armor can easily survive low-oxygen environments, including brief missions into space due to the air-sealed, beak-like mask. Base: 200 defense.

2- Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 range.

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.

8- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.

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. 

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%.

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%. 

8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.


Abilities:

Radium Blade Wing Back:  The weapon of a Node Raven. This jumper-pack temporarily launches the wearer into the air and grants gliding movement. This will add 3 to the movement of the character and will allow them to dismount vehicles or mounts without using a turn. Each wing has built-in radium blades designed to give a foe radiation poisoning. Every strike with this blade 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 Wing pack may be modified to increase its strength, but starts as a 100 base might blade/wing/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 7 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

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 (II): If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 (80) hit and +40 (80) avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 10 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Chase Down (II): If a foe moves away from this unit, this unit will gain +35 skill against that foe on its next turn as well as a 50% damage boost. 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.

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

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


Character Type: Melee, Strategist, Assassin, Stealth

Weakness: Explosion and air weakness. Resist psychic type damage. Resist fear abilities. 

No comments:

Post a Comment