Thursday, April 9, 2020

All Might






Toshinori Yagi: Level 57
HP: 137,670
Attack: 1450
5M Martial: 80
1GM Air: 200
3M Explosion: 60
1M Earth: 40
Martial Attack: 1450 (1530) (3,060)
Concussive Punch: 400 (1850) (1930) (2130) (2190) (8760) (17520) (35,040)
Texas Smash: 300 (1750) (1830) (2030) (8120) (16,240)
Defense: 950
2M Armor: 50
All Might Basic Heavy Super-Suit: 700 (1650) (1,700)
Vaolt Crafted Cape: 150 (1,850)
5 Shield: 25
Lewa Air Shields: 100 (125) (325) (1300) (3,150)
Speed: 180 (190)
Skill: 180
Move: 8 (11)




Items:

Vaolt Crafted Cape: A long white cape that occassionally crackles with lightning. Grants extreme resistence to energy and lightning type damage. Base: 150 defense

All-Might Basic Heavy Super-Suit: -15 speed. Stark industries commissioned super-suit for All Might. It is incredible heavy and durable, containing a weave of gold and air-enhanced protodermis. This suit offers resistance to wear, fire, and air type damage. This outfit will generally draw the attention of enemies. Base: 700 defense.

Lewa Air Shields:  These shields offer 100 defense, and are improved by the air and shield skill and items boosts. These shields do not defend against lightning type damage, but they do defend against psychic and magic.

6- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.

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

6-Earth Gem: This rare item will increase the total damage of earth type attacks by 50%. This gem is the heart of this particular character, and thus it cannot be stolen. This item may be used to create a single tile of rocky terrain.

Abilities:


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

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

I AM HERE: All Might signature ability. This ability will allow All Might to maintain his muscle form for 2 extra turns per battle, however, if there are allies in need of help, each ally will allow All Might to cling to his past strength for an additional turn. This does not apply to all allies. This ability cannot be removed by strategist. Costs: 4 pg

Concussive Punch: This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 400 might. They are improved by super-human strength. This ability cannot be removed by strategist. Costs: 7 pg

New Hamshire Smash: +3 move. A rare form of super jump, this character uses an explosion of air to launch themselves into skyward. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying type movement, but they must land at the end of the turn.  If this character starts a turn by using this jump, which has no real penalties, they will create a small air burst around their feet. This will strike all enemies adjacent to them regardless of avoid, and ignores defense. This small air blast will not be counter-attacked. Base 20 (220) (880) air type damage. Costs: 5 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

UNITED STATES OF SMASH: All Might signature ability. The tiny spark of One For All burns into a unstoppable inferno. Using this attack will prevent All Might from achieving muscle form for the next 24 hours, however, he may achieve muscle form and use it even if he has exhausted his power. This attack is unspeakably devastating. The initial punch will strike a single foe once with a base 500 (1950) (2030) (2230) (2290) (9,160) (18,320) (36,640) explosion, martial, air type attack. The foe may try to dodge this strike, but after this strike  is used, it will generate a massive AoE attack that will strike all enemies with 10 spaces with a base 100 (1550) (1750) (1810) (1850) (7400) (14,800) (22,200) air/explosion/earth type attack. This shock wave will not be generate in a few environments, but in others it could be even more deadly. The enemy will only counter attack after the AoE. This attack may be used once a day. Costs: 6 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 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

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

Texas Smash: This character may strike a single foe with a powerful punch. This punch will deal air damage alongside their martial attack. It will also ignore 50% of the enemy defense. The shockwave created by this punch will blow the character and any other enemies standing within three range of All Might two spaces away. If they fall into harzardous terrain, they will take the damage and negaive statuses immediately. Base 300 martial/air type damage. This attack may be used every other turn. Costs: 4 pg

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. This attack may only strike once. Costs 2 pg

(TBA) Gatling Fists: This ability may be activated instead of using a regular attack. This ability will double the number of times the character strikes with their martial attacks. It may stack with Rapid Fists, but it will double the debuff given by that ability. This ability may be used once every other turn. Costs: 5 pg

(TBA) Weaponized Body (II): If this unit uses only pure martial/claw/body type attacks, then it will double the total damage output. Costs: 4 pg

(TBA) Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

(TBA) 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

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg

(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops bellow the half line. Costs: 3

(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3

(TBA) Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

Character Type: Destructive, Speed, Strength, Defensive, Martial

Weakness: Mild weakness to air, and saw damage. Weak to real damage blows. In muscle form, this character has an extreme resistence to body-type damage, blade, and earth. However, this character may only stay in the muscle form for 2 turns a battle. After that, they are reduced to a sickly state. In the sickly state, All Might will suffer a 50% reduction in his HP cap (which cannot kill him), as well a a 50% reduction in his attack, defense, as well as speed and skill. His movement will be reduced to 5.

Caps:
HP: High
Attack: 1000
Defense: 500
Speed: 145
Skill: 145
Move: 8

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