The Final Starman: Level 55
HP: 116,700
Attack: 850
5M Psychic: 80
5M Fire: 80
5M Energy: 80
5M Ice: 80
5M Light: 80
5M Explosion: 80
Defense: 850
5M Armor: 80
5M Shield: 80
Psychic: 850 (930) (4650) (13,950)
PK Fire: 100 (950) (1030) (1100) (5500) (11,000)
PK Freeze: 300 (1150) (1230) (1310) (6,550) (13,100)
PK Thunder: 300 (750) (830) (900) (6,550) (13,100)
PK Beam Omega: 500 (1350) (1430) (1510) (7550) (15,100)
The Final Starman Armor: 600 (1450) (1530)
Starman Deluxe Psychic Shield: 400 (480) (560) (2800) (4330)
Superior Energy Shield: 100 (180) (260) (1300) (5630)
Speed: 131
Skill: 185
Move: 7 (Teleportation style movement)
Items:
The Final Starman Armor: Gleaming golden armor that is directly engrafted into the body of a Starman. Protects this character from all forms of weather statuses, including space. This armor is quite hard to steal. Grants resistence to bludgeon, explosion, fire and pierce type damage. Striking this spiky armor with body or short ranged martial attacks will cause the character to take 3x the base attack of this character as damage. Base 600 defense.
The Final Starman Psychic Shield: An incredible psychic shield held in the mind of this character. Hypothetically it could be stollen, but the thief would have to be able to access the mind-scape of this character. Base 400 defense. This shield is boosted by psychic and shield skill and item boosts. This shield does not protect the character from dark or magic type damages. Unlike most barriers, this shield will defend the foe when it innitates the attack and when it defends.
Superior Energy Shield: A shield built into the suit of armor worn by this character. This shield may be stolen. This energy shield will be boosted by the energy and shield skill and item boosts, but it only defends the character when the are being attacked, not when they innitiate the attack. Base 100 defense.
8- Twisted Spoon: Boosts any unit's psychic type damage by 50%.
8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
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.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
Abilities:
Squad Commander: This ability allows the leader of an elite squad of heroes to inspire his units to move again (Starmen Deluxe). If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Costs: 4 pg
PK Fire: This character uses psychic eenergy to cast a powerful flame attack. This attack will immediately catch the tile on fire beneath the foe. This attack has a 50% chance to burn the enemy. This attack may be used to counter. 1-2 range. Base 100 fire/psychic type might. Costs: 4 pg
PK Freeze: This character uses psychic energy to create a powerful orb of ice that launches towards the foe. This attack has a 30% chance to freeze the foe. Unlike most freezinng statuses, this attack can only cause a character to miss one turn. However, they will only have a 10% to thaw. This attack may only strike once. 1-3 range. Base 300 ice/psychic type might. Costs: 4 pg
PK Thunder: Once every three turns this character may launch an orb of lightning. The orb will travel up to five squares, but it does not have to move in a straight line. The orb may move back and forth through a single foe multiple times. This attack has a very small chance to flinch the foe (10%) from pain. All foes will calculate avoid, defense, and counters separately. Base 300 lightning/psychic damage. Costs: 5 pg
PK Beam Omega: Starman Delux Signature ability. This attack will always strike twice, even when countering. This long range psychic bolt is both fast and powerful. It boasts 500 light/psychic type might, and has 1-3 range. This ability cannot be removed by strategist. Costs: 4 pg
PK Starmstorm: +40 hit. This character unleashes a devastating bombardment of meteors upon the surrounding area. This attack strikes all squares within five range. This attack may only be used once per battle. After using this attack, the character will suffer a 50% reduction in the total damage of all element-based attacks. This stat loss will last for four turns. Enemies may counter this attack. This attack deals heavy shield and armor wear. It has a base 500 (1350) (1430) (1510) (1590) (7950) (15,900) (23,850) energy/psychic/explosion type damage. This attack deals double damage to wingless/jetless flying characters. Cost: 5 pg
Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg
Diamondize: An attack that may petrify a foe. Unlike regular petrification, characters who resist psychic or have psychic resisting gear will be immune to this attack. Characters weak to psychic will have an increased chance to be petrified. The chance for the character who is weak to be petrified will be 1.5x the regular percent. This attack has 1-3 range, and must calculate accuracy. However, it does no damage. Costs: 2 pg
Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 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
Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Character Type: Psychic, Alien
Weakness: Mild explosion and bludgeon weakness. Extreme resistance to psychic type damage. This character resists body-type damage. This character is immune to all psychic statuses except for sleep. This character is immune to poison, bleed, burn, freeze, flinch, and stun statuses.
Caps:
HP: High
Attack: 500
Defense: 500
Speed: 106
Skill: 160
Move: 7
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