Demon Cyborg: Level 62
HP: 144,000 (288,000)
Attack: 1,700
2GM Martial: 400
1GM Fire: 200
1GM Explosion: 200
1GM Energy: 200
Martial Attacks: 1,700 (2,500) (2,900) (8,700) (8,900) (26,700)(53,400) (106,800) (213,600)
Demon Cyborg Arm Blades: 1,700 (2,500) (2,900) (8,700) (8,900) (26,700) (53,400) (80,100)
Incineration Cannons: 600 (2,300) (2,500) (2,700) (2,900) (3,100) (15,500) (21,000) (46,500) (52,700)
Energy Blast: 1700 (1,900) (9,500) (10,540)
Lightning Blast: 1700 (1,900) (9,500) (10,540)
Fire Blast: 1700 (1,900) (9,500) (10,540)
Explosion Blast: 1700 (1,900) (9,500) (10,540)
Defense: 1,700
1GM Armor: 200
Dr. Kuseno's Masterpiece: 1000 (2,700) (2,900)
Elite Energy Shields: 100 (300) (1,500) (3,000) (5,900)
Elite Fire Shields: 100 (300) (1,500) (3,000) (8,900)
1GM Shield: 200
Speed: 200 (+25 avoid)
Skill: 200 (210) (250)
Move: 9 (12)
Items:
5-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%.
Dr. Kuseno's Masterpiece: +10 skill. The Cyborg Armor of Genos. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, dark, claw, bite, and tail type damage. The electrical components are susceptible to hacking or EMPs. This armor will triple the martial attacks of the character who it is engrafted to. It has been fully enhanced to include numerous weapons and shields. Though this armor is incredible, it is still notably susceptible to wear. Base: 1000 defense.
2-Inceneration Cannons++: Cannons built directly into Genos' arms. These extremely deadly weapons deal lightning/fire/explosion type damage. They deal incredible wear to enemy armor and shields, and they have a 30% to grant the severe burning status. 1-2 range. These weapons will always strike twice when attacking. Base 300 (600) fire/explosion/lightning type damage. Genos may switch between these weapons and his fists without having to "equip" them.
Demon Cyborg Fists++: Weapons that have replaced the normal hands of this character. These fists will add 400 (800) extra might to the martial-type attacks of this character. These fists deal heavier wear to shields than most regular martial attacks.
Demon Cyborg Arm Blades++: Instead of using fists, Genos may switch his martial attacks into blade damage. These blades still count as body attacks, and as such they are still buffed by weaponized body and inhuman strength. They will add a base 400 (800) blade type might to his martial attacks.
Elite Energy Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and energy skill stats and item boosts of this character.
Elite Flame Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and fire skill stats and item boosts of this character.
2- 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.
Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
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.
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.
Dark Stoneplate Ring: Wearing this ring grants the character resistance to dark type damage. This item is easily lost or stolen.
Saitama's Reciept: A Legendary item. Saitama claims it is a mark of absolute devotion to hero training. To recieve a gift from such a mighty teacher is enough to make the one holding it feel as though they themselves could defeat their foes in a single blow. Doubles martial damage.
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.
8- Bomb Badge: A badge that may be worn on any type of military uniform (currently on the harness of this character). Increases the damage of explosion type attacks by 50%. Fairly easy to steal or drop.
Flame Plate: Boosts fire type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Explosion Plate: Boosts explosion type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Lightning Plate: Boosts lightning type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Energy Plate: Boosts energy type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
Abilities:
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
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
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
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
Explosive Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. 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 explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (220) (1100) (1210) explosion type damage. Costs: 5 pg
Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 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: 8 pg
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
Machine-Gun Blows: Signature ability. Genos may double the ammount of martial attacks he would normally launch once every other turn. This stacks with rapid fist, but will also double the debuffs of that ability if it is used. Costs: 5 pg
Lightning Eye: Signature ability. This ability may be used once every three turns. Upon initiating an attack from one range, Genos may blind the foe with a brilliant flash of his eye. This will cause the foe to lose 40 skill when they attempt to counter-attack. This will only last during the phase it is used, but this does mean allies of this character may also benifit from the blinding flash. Costs: 3 pg
Devastating Cannon Blast: Once every three turns, this character may fire its palm cannons in a massive burst. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 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
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg
This Armor is Part of Me: This character may add their armor skill stats to attacks that are directly linked with the armor they were. Costs: 1 pg
Character Type: Speed, Martial, Destructive, Cyborg, Element, Strategist
Weakness: Weak to poison damage. Mild weakness to claw and tail. Resists blade and bullet type damage. This character has an odd habit of losing anytime Saitama is around...
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- 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.
8- Bomb Badge: A badge that may be worn on any type of military uniform (currently on the harness of this character). Increases the damage of explosion type attacks by 50%. Fairly easy to steal or drop.
Flame Plate: Boosts fire type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Explosion Plate: Boosts explosion type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Lightning Plate: Boosts lightning type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Energy Plate: Boosts energy type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).
Abilities:
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
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
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
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
Explosive Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. 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 explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (220) (1100) (1210) explosion type damage. Costs: 5 pg
Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 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: 8 pg
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
Machine-Gun Blows: Signature ability. Genos may double the ammount of martial attacks he would normally launch once every other turn. This stacks with rapid fist, but will also double the debuffs of that ability if it is used. Costs: 5 pg
Lightning Eye: Signature ability. This ability may be used once every three turns. Upon initiating an attack from one range, Genos may blind the foe with a brilliant flash of his eye. This will cause the foe to lose 40 skill when they attempt to counter-attack. This will only last during the phase it is used, but this does mean allies of this character may also benifit from the blinding flash. Costs: 3 pg
Devastating Cannon Blast: Once every three turns, this character may fire its palm cannons in a massive burst. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 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
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg
This Armor is Part of Me: This character may add their armor skill stats to attacks that are directly linked with the armor they were. Costs: 1 pg
Character Type: Speed, Martial, Destructive, Cyborg, Element, Strategist
Weakness: Weak to poison damage. Mild weakness to claw and tail. Resists blade and bullet type damage. This character has an odd habit of losing anytime Saitama is around...
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