Wednesday, April 22, 2020

Tomura






Tomura Shigaraki: Level 59
HP: 112,800 (225,600 1-UP+Seraph Robe)
Attack: 1,250
1GM Martial: 200
Martial: 1,250 (2,050) (2,450) (7,350)
Quirk-Decay: 600 (1,850) (2,650) (3,050) (9,150) (27,450) (54,900)
Defense: 750
5M Armor: 80
Tomura Grasping Hands: 400 (1,150) (1,230)
Tomura Black Overcoat: 200 (1,430)
Speed: 185 
(195) (205) (-5) 
(+10 when attacking) (+20 avoid)
Skill: 185 (195) (-5)
Move: 7 (10)


Items:

2-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Pure Martial Arm Wrappings++: These wrappings are designed to drastically improve the base damage of a martial attack. They may not be augmented or improved by any element based abilities. However, they are sturdy and strong, a testament to the power of the body alone. These wrappings will double the skill boost of martial skill levels. Base 400 (800) martial type might. 

Tomura Grasping Hands: +10 speed and skill. These hands look as though they move Tomura like a puppet. The unnerving objects work as armor, granting resistance to dark, magic, psychic, and light. These hands may be knocked loose, causing great stress to Tomura. Grants 400 defense.

Ashen Tomura Black Overcoat: A billowing cloak. This item protects Tomura from his few weaknesses. This coat grants extreme resistance to martial, blade, and bullet type damage. The fearful, ash like pattern lining this coat empowers the Spreading Decay Ability. This will cause the ability to be able to spread to foes who are within two range of each other, and the spread will always deal 50%, it will never drop to 25%. Grants 200 defense.

Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.

1-Air Gem: 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.

Abilities:

Quirk-Decay (II): Tomura signature ability. The martial attacks of this character will boast 300 (600) extra base might and will deal decay damage. Instead of dealing regular martial, these attacks will cause the body of the foe to begin to rot and decay. This means that, if the foe has a body or physical form, he or she will be completely incapable of resisting this damage. This ability will also boost the total damage of the character's martial attacks by 50% (100%). This ability cannot be removed by strategist. Costs: 12 pg

(Given-Frost Giant) Freezing Touch: Whenever this character strikes a foe with a physical attack, it may drop the speed of the opponent by 5.  This is a temperature-based status, meaning some characters are immune. However, it will take two turns with no contact made with this character for the status to clear. This debuff maxes out at -30 speed. Being in extremely cold environments allows the debuff to clear twice as slowly and the debuff cap is -40 speed. This ability only triggers when this character initiates the attack. This speed debuff does not stack with other cold-related debuffs. Costs: 5 pg

Spreading Decay: The disintegration attacks of this character have the terrifying capacity to spread across anyone who is close to the target. If this character strikes a foe with a disintegrating attack, the attack will spread to all foes and allies who are adjacent (within two range) to the struck character. This spreading attack will deal half the damage of the attack used against the initial target. The attack damage may spread even further, striking characters adjacent to all the secondary characters as well. These attacks will deal one quarter (50%) of the damage, but they may spread as long as there is a chain of adjacent characters leading back to the initial target. The disintegration type attacks will also have the chance to destroy the enemies' equipment, but the chances will be halved for adjacent characters, and reduced to one fourth for all character who are even further but still part of the chain. All foes and allies calucalte dodge and counter individually. Costs: 7 pg

Disintegrating Touch: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 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

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.

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

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

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

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg

(TBA) Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, it will add 100 to its base attack stat. However, each time this unit attacks, it will also deduce 50 from its defense stat (which can enter the negatives). These additions and subtractions are only counted when this character is battling the particular foe they are interested in. This move cannot be canceled until the enemy is beaten or this character falls. Costs: 4 pg

Character Type: Destructive, Puppet

Weakness: Mild weakness to martial damage. This character is often irrational, and will have high chances to frenzy or be impacted for longer periods of time by abilities such as taunt. This character is immune to the disease status, resists the poison status and poison damage. This character is immune to disintegration abilities.

Caps:
HP: Small
Attack: 600
Defense: 100
Speed: 140
Skill: 140
Move: 7

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