Saturday, June 27, 2020

Hatsune Miku





Hatsune Miku: Level 25
HP: 4,080 (8,160)
Attack: 25
3M Sonic: 60
Mic Blast: 200 (225) (285) (1425) (1,781)
Defense: 25
3M Shield: 60
Sonic Shields: 100 (160) (220) (1100) (1,125)
Speed: 75
Skill: 63
Move: 6 (levitating)



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%.

Mic: A microphone that drastically amplifies the voice of the character. This will add 200 base might to sonic blasts and boost thier total damage output by 20%. This weapon is quite fragile.

8- Sonic Amplifier: A small device that is worn on armor. This amplifies sonic attacks, but is very fragile and easily stolen. This item will often break if the character falls in battle. Boosts sonic damage by 50%.

Sonic Shields: Electrical shields that produce a powerful psychic field around a character. These will be improved by the shield and sonic skill and item boosts. Base 100 defense when being attacked.


Abilities:

Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg

Music Lover (III): This character. Receives four times the bonus effects of sound based status improvement moves. Costs: 4 pg

Drop a Rave: This character may drop a speaker onto the battlefield once a day. The range of this speaker is 15. The speaker will have HP equal to 1/4 of that of the character that dropped it. The speaker plays extremely loud and upbeat music. It has varied effects on characters based on whether or not the like music. Ally units are automatically moved up one spot on the scale:
Love music: +15 speed. +25% damage boost.
Like music: +5 speed. 10% attack boost.
Don't care: No boost.
Dislike music: -10 skill. -25% defense.
Hate music: -15 skill. -50% defense. 
Costs: 5 pg

Dizzying Performance: Instead of attacking, this unit may attempt to make any adjacent enemy dizzy. This skill has a 50% chance to activate. The enemy will then immediately recieve the dizzy status, which lasts for two turns. Dizzy characters recieve -20 avoid. Dizzy characters automatically only have a 50% chance to hit their target with normal attacks, and if they fail, they hit the square in the opposite direction. Dizziness does not affect all character types. Costs: 5 pg

Cute Charm: If this unit has units within five spaces of it that think it is cute, their total attack damage will be doubled. This will usually only activate once. Costs: 3 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


Character type: Songstress, Support, Electronic

Weakness: Weak to lightning type damage. This character will be completely shut down by EMP damage. This character is intangible, and as such she is immune to physical attacks. This character is a holographic projection created by a small device that floats beneath her.

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