HP: 75,600
Attack: 600
5M Martial: 80
5M Sword: 80
1 Spear: 5
1 Hammer: 5
3 Whip: 15
5M Absorb: 80
1 Spear: 5
1 Hammer: 5
3 Whip: 15
5M Absorb: 80
5M Energy: 80
1 Claw: 5
5M Bite: 80
1 Poison: 5
1 Claw: 5
5M Bite: 80
1 Poison: 5
5M Dark: 80
5M Psychic: 80
Martial Attacks: 600 (680) (2,040)
(TBA) Limb Shift (Blade): 600 (680) (760) (1,140) (3,420)
Absorb Blast: 600 (680) (3,400)
(TBA) Limb Shift (Blade): 600 (680) (760) (1,140) (3,420)
Absorb Blast: 600 (680) (3,400)
Dark Blast: 600 (680) (3,400)
Psychic Blast: 600 (680) (3,400)
Energy Blast: 600 (680) (3,400)
Horrifying Arm Jaw: 300 (900) (980) (2,940) (5,880)
(TBA) Draining Metroid Bite: 300 (600) (1,200) (1,280) (13,60) (1,440) (7,200) (14,400) (28,800)
(TBA) Draining Metroid Bite: 300 (600) (1,200) (1,280) (13,60) (1,440) (7,200) (14,400) (28,800)
Internal Vileblade: 700 (1,300) (1,380) (1,460) (1,540) (7,700) (8,470) (25,410)
Eye Bat Beam: 100 (700) (780) (860) (4,300) (8,600)
Defense: 600
Defense: 600
5M Armor: 80
Cybernetic Sith Armor: 1,000 (1,600) (1,680)
Cybernetic Sith Armor: 1,000 (1,600) (1,680)
Darkscale Pendant: 20 (100) (500) (2,180)
Energyscale Pendant: 20 (100) (500) (2,680)
Speed: 115
Speed: 115
Skill: 155
Move: 6
Items:
Respirator Mask: This mask will allow All for One to survive in environments that would normally suffocate a character. However, this is a medical device, and if it is broken, All For One will slowly start to take suffocation damage himself. This will be mild, but he will lose 5% of his health at the start of each turn if the mask has been broken for 3 turns. This mask has now been built into a cybernetic suit, and it is extremely difficult to break.
Horrifying Arm Jaw: A vile looking mechanism. This mechanical jaw has been infused into the arm of All For One's cybernetic Sith Armor. It will boost biting attack damages by 300, as well as adding massive armor wear. This object will remove the normal stat debuffs of "Jaws of Death". This object is nearly impossible to steal and is very sturdy.
Internal Vileblade++: A hideous blade shoved deep into the arm of this character. This weapon deals dark/blade damage, but it is designed to have flesh morphed around it. If the character using this weapon has "limb shift" then this weapon will be boosted by "Weaponized Body". Base 700 blade/dark type damage.
All For One's Cybernetic Sith Armor: Armor crafted to keep All For One alive. Grants resistance to Air and Explosion type damage. This suit is exceptionally defensive, granting 1000 base defense without any speed debuffs. This suit allows the character to survive in space and other hostile environments without taking weather damage or cold debuffs. This suit may easily be equipped with shields, barriers, or other functions.
All For One's Cybernetic Sith Armor: Armor crafted to keep All For One alive. Grants resistance to Air and Explosion type damage. This suit is exceptionally defensive, granting 1000 base defense without any speed debuffs. This suit allows the character to survive in space and other hostile environments without taking weather damage or cold debuffs. This suit may easily be equipped with shields, barriers, or other functions.
Small white implant: A small white implant is lodged deep into the brain of this character. The purpose is unclear.
Abilities:
Weaponized Body (III): If this unit uses only pure martial type damage, then it will increase the total damage output by 200%. Costs: 8 pg
Hero Killer: This unit has killed many great kings and warriors. If this character engages in combat with a heroic character, it will deal 30% extra damage on all attacks. However, if fighting a villainous foe, it will have its total damage reduced by 20%. Costs: 3 pg
Weaponized Body (III): If this unit uses only pure martial type damage, then it will increase the total damage output by 200%. Costs: 8 pg
Hero Killer: This unit has killed many great kings and warriors. If this character engages in combat with a heroic character, it will deal 30% extra damage on all attacks. However, if fighting a villainous foe, it will have its total damage reduced by 20%. Costs: 3 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
All for One (II): Signature Ability. All For One may take the power of his foes for himself. He may also distribute this power to his allies. If All For One kills a foe, he may immediately try to take a first (or second) tier ability. All For One must land the killing blow. This will usually be the ability that most overtly defines the character, and as such it will usually directly target signatures. If this ability succeeds, that ability will be locked on the foe, and they will no longer have access to it. They will have to level up or down to reshuffle abilities. The ability will then be available for use by All For One. He may also take a turn to transfer the ability he has taken to an ally. This will not allow the ally to use the ability, but it will unlock the ability on that character. That character must then level up or down to reshuffle if they wish to use the ability. All for one may take and use up to 5 (10) (second tier abilities count as 2) abilities himself, and he may give away as many as he pleases. If a character wishes to reclaim a stolen ability, they must either kill All for One, or kill the character who has taken the ability. If they themselves do this, it will reclaim the ability. However, if another character kills the character holding the stolen ability, it will not be returned. Costs: 30 pg
(Taken-Chain Chomp) Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) 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
(TBA) Strategist: This unit may choose two first level abilities or a second level ability held by an enemy unit within 5 spaces. These abilities 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
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) 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.
If the character strikes an enemy, they will boost their skill stat by 5.
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
(TBA) Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
(TBA) 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
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
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
(TBA) Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
(TBA) 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
Character Type: Worldbreaker
Weakness: Weak to martial damage. Mild weakness to air and explosion type damage. Resists bullet, psychic, and dark type damage. Immune to taunt and swagger. Immune to Heroic Aura.
Caps:
HP: High
Attack: 600
Defense: 600
Speed: 115
Skill: 155
Move: 6
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