The Project: Level 86
HP: 729,600 (2,188,800) (5,253,120) (8,404,992 Heart and Soul) (17,650,484) (22,945,629) (41,302,132)
Attack: 24,000
5GM Sword: 1000
5GM Claw: 1000
5GM Martial: 1000
5GM Marksman: 1000
5GM Energy: 1000
10-Heart Containers
Elite Heavy Split Radium Blade++: +20 speed. A weapon designed for the Project. Unless the character has extremely unusual anatomy, this blade is hard to wield and will result in a -30 skill penalty. However, the project may wield this blade with ease. The massive blade may split in two and be used for dual-wielding without speed or skill penalties. In the single blade form, this weapon has 500 might (1000 at GM) (2000). In the split form, it has 300 (600 at GM) (1200). The weapon deals poison/dark/energy/blade damage. See the ability for further detail.
Elite Sniper Rifle++: +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 range. Base 1,200 (2400) bullet-type might.
32-Elite 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 1000 explosion/bullet type damage.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.
5GM Dark: 1000
5GM Poison: 1000
5GM Poison: 1000
5GM Explosion: 1000
5GM Sonic: 1000
Elite Split Radium Blade (Single Form): 2000 (26,000) (27,000) (28,000) (29,000) (30,000) (255,000) (510,000) (765,000) (1,530,000) (2,295,000) (2,868,750) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Single Form): 2000 (26,000) (27,000) (28,000) (29,000) (30,000) (255,000) (510,000) (765,000) (1,530,000) (2,295,000) (3,442,500) (4,303,125) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Single Form): 2000 (26,000) (27,000) (28,000) (29,000) (30,000) (255,000) (510,000) (765,000) (1,530,000) (2,295,000) (2,868,750) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Single Form): 2000 (26,000) (27,000) (28,000) (29,000) (30,000) (255,000) (510,000) (765,000) (1,530,000) (2,295,000) (3,442,500) (4,303,125) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Split Form): 1200 (25,200) (26,200) (27,200) (28,200) (29,200) (248,200) (496,400) (744,600) (1,489,200) (1,861,500) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Split Form): 1200 (25,200) (26,200) (27,200) (28,200) (29,200) (248,200) (496,400) (744,600) (1,489,200) (2,233,800) (2,792,250) (x1.3 w/ Dragonfang)
Elite Split Radium Blade (Split Form): 1200 (25,200) (26,200) (27,200) (28,200) (29,200) (248,200) (496,400) (744,600) (1,489,200) (2,233,800) (2,792,250) (x1.3 w/ Dragonfang)
Claw and Martial Attacks: 1,600 (25,600) (26,600) (27,600) (82,800) (165,600) (331,200)(424,000)
Elite Snipe Rifle: 2400 (3400) (27,400) (28,400) (29,400) (58,800) (279,300) (558,600)(837,900)(1,047,375) (x1.3 w/ Dragonfang)
Elite Snipe Rifle: 2400 (3400) (27,400) (28,400) (29,400) (58,800) (279,300) (558,600)(837,900)(1,047,375) (x1.3 w/ Dragonfang)
Elite Sniper Rifle: 2400 (2700) (26,700) (27,700) (28,700) (29,700) (30,700) (260,950) (521,900) (782,850) (814,550) (1,627,100) (2,033,875) (x1.3 w/ Dragonfang)
Project Combat Shotgun: 1000 (25,000) (26,000) (27,000) (54,000) (256,500) (513,000)(769,500)(961,875) (x1.3 w/ Dragonfang)
Project Combat Shotgun: 300 (24,300) (25,300) (26,300) (27,300) (28,300) (39,300) (249,050) (498,100) (747,150) (786,450) (1,572,900) (1,966,125) (x1.3 w/ Dragonfang)
Defense: 23,000
5GM Armor: 1000
Project Exo-skeleton: 2000 (25,000) (26,000) (52,000) (78,000)
5GM Armor: 1000
Project Exo-skeleton: 2000 (25,000) (26,000) (52,000) (78,000)
5GM Shield: 1000
Advanced Elite Acid Shields: 100 (1100) (2100) (17,850) (35,700) (71,400) (97,400)
Advance Elite Energy Shields: 100 (1100) (2100) (17,850) (35,700) (71,400) (168,800)
Advanced Elite Dark Shield: 100 (1100) (2100) (17,850) (35,700) (71,400) (240,200)
Advanced Elite Sonic Shield: 100 (1100) (2100) (17,850) (35,700) (71,400) (311,600)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (346,280)
Energyscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (380,960)
Darkscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (415,640)
Sonicscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (450,320) (900,640) (1,350,960)
Speed: 330 (350) (+5) (+10) (+20 avoid) (+25 avoid) (+30 avoid)
Avoid in Dark: 330 (350) (+5) (+10) (+40 avoid) (+50) (+60) (+30 stealth class avoid)
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Project Heart Energy Cell: This device is imbedded into the core of the Project. If it has been charging on its station, the Project will have double HP for that battle.
Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
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.
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.
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.
10-Heart Containers
Elite Heavy Split Radium Blade++: +20 speed. A weapon designed for the Project. Unless the character has extremely unusual anatomy, this blade is hard to wield and will result in a -30 skill penalty. However, the project may wield this blade with ease. The massive blade may split in two and be used for dual-wielding without speed or skill penalties. In the single blade form, this weapon has 500 might (1000 at GM) (2000). In the split form, it has 300 (600 at GM) (1200). The weapon deals poison/dark/energy/blade damage. See the ability for further detail.
2- Project Combat Shotgun++ (Sealed): 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. This shotgun deals 50% more damage at 1 range. Base might 500 (1,000). Unless the character using this weapon has inhuman strength, they will lose 10% of their HP after firing it. This weapon now deals 50% more damage when attacking.
Elite Sniper Rifle++: +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 range. Base 1,200 (2400) bullet-type might.
32-Elite 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 1000 explosion/bullet type damage.
2-Savage Explosion Weapon Seal: This noval item may boost the damage of a melee weapon that is marksman/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
The Project Exoskeleton++: +20 skill. An exoskeleton designed for the most dangerous node weapon: The Project. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. The electrical components are susceptible to hacking or EMPs. This armor will triple the martial and claw attacks of the character who it is engrafted to. This suit mixes martial and claw attacks together and adds 800 (1600) base damage to claw and martial attacks. Base: 2000 defense.
Project Combat Shriek Generator: This speaker has been engrafted directly into the Project's skull. It allows the Project to make the only noise it is capable of, a paralyzing shriek. Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every five turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear-type ability.
The Project Exoskeleton++: +20 skill. An exoskeleton designed for the most dangerous node weapon: The Project. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. The electrical components are susceptible to hacking or EMPs. This armor will triple the martial and claw attacks of the character who it is engrafted to. This suit mixes martial and claw attacks together and adds 800 (1600) base damage to claw and martial attacks. Base: 2000 defense.
Project Combat Shriek Generator: This speaker has been engrafted directly into the Project's skull. It allows the Project to make the only noise it is capable of, a paralyzing shriek. Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every five turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear-type ability.
2-Exposing Shadow Seal: This seal will expose a foe to Dark damage. This will not remove innate or ability-based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Dark weapons cannot accept this seal.
2-Exposing Energy Seal: This seal will expose a foe to Energy damage. This will not remove innate or ability-based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Energy weapons cannot accept this seal.
Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
Radium Blade Hyper Generator: This item was designed by Chamblee R. Charles. This item is easily lost or stolen. This item allows the holder to purchase the ability "Radium Overcharge".
Soulborg's Last Resort: A small, well-protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
Anti-Crush Servo: A large coiled apparatus that may be placed in robots or cyborges. This will halve the crush damage taken by this character.
Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Ancestor’s Coat: +20 avoid. This coat may be worn with all other forms of armor. Holding this object causes a 5% more panic.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
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.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
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.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.
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.
Vicious Silver Pin: A small, needle-like pin that can easily we 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.
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.
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.
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.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Terminal Radiation Crystal: The radiation statuses of this character will kill characters and ignore life-saving abilities. This item is incredibly difficult to lose or steal.
Project Blood Mechanovascular System: The Project is a terrible creation. It may use the blood of half breeds to gain abilities unique to them. This system currently has blood from Ire Reed, Crossbreed Kana, and Corrin. This unlocks Scalecloak Healing, Draconic Hex, and Dragon Fang II.
Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
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.
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.
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.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
4-Pom of Power (Poison, Dark, Energy, Sonic)
28-Poison Bloom+Poison Plate
28-Night Sapphire+Dark Plate
14-Energy Gems+Energy Plate
28-Night Sapphire+Dark Plate
14-Energy Gems+Energy Plate
14-Bomb Badges+Explosion Plate
14-Shrieking Stones+Sonic Plate
Golden Casing+Bullet Plate
Claw Stone: This item boosts all claw attacks by 50% alongside other regular boosting items and crests. This functions much like Razor, Needle, or Heavy stones.
Claw Plate: Boosts claw damage by an additional 50% alongside a Claw Stone
Boots
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) (65%) (130%) 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 blade may be modified to increase its strength, but starts as a 100 base might blade/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: 6 pg
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) (65%) (130%) 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 blade may be modified to increase its strength, but starts as a 100 base might blade/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: 6 pg
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike has a 20% (30%) 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
Radium Overcharge: This character may take a turn to augment their Radium Blade. This will cause the weapon to deal 50% more damage and will double the chance of triggering the radiation status with that weapon. This may only be used if the character has the Radium Blade ability. This augment lasts for 3 (6) turns. This augment may be used once (twice) per battle. Costs: 5 pg and Item
Halfbreed Hunting Halfbreed (II): Signature ability. The Project is a halfbreed designed to hunt shapeshifting dragons hidden as humans. This character deals 50% (100%) more damage and gains 50% (100%) more defense against any dragon character who is either part-human or able to take a human form. Costs: 6 pg
Dragon killer (III): When attacking a unit who is a dragon type unit, this unit will add 30% (60%) (120%) to their damage output. Costs: 8 pg
Omega Node Dampener: Signature ability. This unusual weapon was built directly into the body and nervous system of the Project. It may lock onto an enemy from up to 12 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/three 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 12 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on three foes at a time, and will completely reset the first target if it is used on a new enemy. This weapon is truly terrifying for psychic users. Costs: 5 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
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
Critical Hit: Once (Twice) 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
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
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 (5) to their total movement, add +20 (30) to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 pg
Yanking Combat: 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
Foot Choke: This character uses its clawed foot to grab the throat of a foe. This ability may be used once every three (every other turn) turns. This attack has only one range, but it will ignore skill and speed debuffs from weapons that are being used in the hand or hands of this character (including debuffs from abilities like dual wield). If this attack lands, the enemy character will immediately lose 10% of their total HP if they are affected by choking. The choked foe can only counter-attack with short-ranged melee weapons or body type attacks. If this choke lands, the character who lands the attack will immediately follow up with their regular attacks, and the choked foe will have 0 avoid for the remainder of the turn. However, the character who is choking the foe will also have -50 avoid from the choked character. This choke will prevent abilities like roll-back or blast back from working. This choke only lasts during the turn of the character who activates it, but their allies may take advantage of this. This ability may only be used on foes who are physically smaller than the character (not a size class). Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
Character Type: Melee, Martial, Marksman, Stealth, Assassin, Strategist, Cyborg, Sniper
Weakness: Mild weakness to martial and throw. Extreme resistance to bite, claw, and tail. Immune to psychic. Immune to mental statuses. Immune to mind control. Nearly impossible to hack. Immune to autodamage.
Caps:
Omega Node Dampener: Signature ability. This unusual weapon was built directly into the body and nervous system of the Project. It may lock onto an enemy from up to 12 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/three 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 12 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on three foes at a time, and will completely reset the first target if it is used on a new enemy. This weapon is truly terrifying for psychic users. Costs: 5 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
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
Critical Hit: Once (Twice) 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
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
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 (5) to their total movement, add +20 (30) to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 pg
Yanking Combat: 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
Foot Choke: This character uses its clawed foot to grab the throat of a foe. This ability may be used once every three (every other turn) turns. This attack has only one range, but it will ignore skill and speed debuffs from weapons that are being used in the hand or hands of this character (including debuffs from abilities like dual wield). If this attack lands, the enemy character will immediately lose 10% of their total HP if they are affected by choking. The choked foe can only counter-attack with short-ranged melee weapons or body type attacks. If this choke lands, the character who lands the attack will immediately follow up with their regular attacks, and the choked foe will have 0 avoid for the remainder of the turn. However, the character who is choking the foe will also have -50 avoid from the choked character. This choke will prevent abilities like roll-back or blast back from working. This choke only lasts during the turn of the character who activates it, but their allies may take advantage of this. This ability may only be used on foes who are physically smaller than the character (not a size class). Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (20) (40).
If the character strikes an enemy, they will boost their skill stat by 5 (10) (20)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (20) (40).
If the character strikes an enemy, they will boost their skill stat by 5 (10) (20)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Skilled Shot: This skill has a 70% chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg (Ire Reed's Blood)
Dragon Fang (II): During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg (Corrin's Blood)
Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and a 20 point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once per battle. Costs: 4 pg (Crossbreed Kana's Blood)
Hyper-Analyze: This character has the calculating ability of a super-computer, and yet they are still organic. This ability adds +5 to the analyze skill buffs. It will also prevent analyze from being broken when this character switches targets. Analyze will build individually for each targetted foe. Costs 4 pg (Xade's Blood)
Dual Wield: 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 weapon level.
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
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe
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)
(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Neck Break: This ability may only be used once (twice) 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, Martial, Marksman, Stealth, Assassin, Strategist, Cyborg, Sniper
Weakness: Mild weakness to martial and throw. Extreme resistance to bite, claw, and tail. Immune to psychic. Immune to mental statuses. Immune to mind control. Nearly impossible to hack. Immune to autodamage.
Caps:
HP: Low
Attack: 1100
Defense: 100
Speed: 150
Skill: 150
Move: 8
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