Thursday, June 18, 2020

Tatsumaki





The Terrible Tornado: Level 72
HP: 247,200 (494,000 Seraph Robe + 1-UP) (741,000 Heart and Soul) (889,200 Rune Arc)
Attack: 4,300
5GM Psychic: 1,000
5GM Explosion: 1,000
5GM Earth: 1,000
5GM Throw: 1,000
Psychic Blast: 4,300 (5,300) (39,750) (79,500) (103,350) (310,050) (387,563)
Psychic Throw: 4,300 (5,300) (6,300) (47,250) (94,500) (141,750) (177,188)
Pull From Orbit: 2,000 
(6,300) (7,300) (8,300) (9,300) (69,750) (139,500) (209,250) (418,500) (544,050) (1,632,150)
Defense: 3,600
5GM Armor: 1,000
Esper Dress: 100 (1,100) (4,700)
5GM Shield: 1,000
Mergo's Wet Nurse Feather Pendant: 100 (1,100) (8,250) (16,500) (33,000) (37,700)
Mergo's Wet Nurse Feather Pendant: 100 (1,100) (8,250) (16,500) (33,000) (69,600)
Groudon Scale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (103,700)
Groudon Scale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (136,700)
Tatsumaki's Psychic Barrier: 60 (1,060) (7,420) (14,840) (29,680) (166,380)
Tatsumaki's Psychic Barrier: 60 (1,060) (7,420) (14,840) (29,680) (196,060)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (224,520)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (253,180)
Earthscale Pendant: 20 (1,020) (7,140) (14,280) (28,280) (281,740)
Earthscale Pendant: 20 (1,020) (7,140) (14,280) (28,280) (311,000)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (338,860)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (367,420)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (395,980)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (424,540)
Speed: 256 (266) (+25 avoid)
Skill: 270
Move: 10 (Levitating/Flying)




Items:

10-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.

Esper Dress: A simple dress. Though this outfit offers very little defense or resistance to weare, it grants resistance to fire, dark, light, and energy type damage. Base 100 defense

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

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. 

Pondering Dragoncrest Ring: An inverted Bellowing Dragoncrest Ring. This ring will boost the damage of psychic attack abilities by 30%.

Accute Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses.

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeate.

4-Poms of Power (Psychic)

4-Poms of Power (Earth)

24-Twisted Spoons+Plate

12-Earth Gem+Plate

12-Bomb Badge+Plate

8-Day Pearls

1-Air Gem

Abilities:

Pull From Orbit: Signature ability. This extremely powerful Psychic attack can pull either an entire space cruiser from space, or it may be used to pull a meteor from orbit. This insanely potent attack may be targeted towards a single foe on the map who is within 10 spaces of Tatsumaki. After this, Tatsumaki may not activate any other specialized abilities for three turns, though she may still attack and counter. After three turns have passed, the massive object will be pulled from space and crash directly into the foe. This cannot be dodged (and this attack boasts +50 hit), and it will strike all tiles within ten spaces of the character. If the character who is targeted leaves the map, this move will fail. If Tatsumaki leaves the map, this move will fail. If Tatsumaki is killed, flinched, or stunned, this move will fail. This move may only ever be attempted once a day. Tatsumaki does not have to specify who she is targeting with the attack, but enemies will be notified when she begins charging it. This attack boasts a colossal base might of 2,000 base psychic, explosion, earth type damage. If she pulls down a ship instead of a meteor, it will deal damage based on the size of the ship, though this is usually about half the damage of the meteor. This attack will not remove proficiency boosts, as Tatsumaki simply uses Psychic power to pull down the projectile. However, on the rare occasion there is nothing to pull down from space, in which case the ability will fail. Costs: 8 pg

Psychic Crush: 1-2 range. The user may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. It may only strike once. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. There is no second tier to this version of the ability. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 5 pg

Terrible Tornado II: Signature ability. Tatsumaki's psychic attacks twist and crush foes. This ability will triple the range and damage of the ability "Psychic Crush" if that ability is unlocked. It will also immediately the foe a bleeding status. Costs: 6 pg

Psychic (II): -10 speed. This character unleashes a powerful psychic burst directly into the mind of its foe. This will deal triple the damage of a regular psychic blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg

Psychokinetic Reversal (III): This character must use a turn to clear their mind and focus on the space around them. At the start of their next turn, they will gain a complete grasp of the area around them. This will allow them to trigger this ability on any attacks used on them, or any attacks that pass through/into any adjacent squares (At third tier this ability may target any and all attacks that pass through/into any tile within three range of this character). This ability will not trigger against attacks that strike multiple tiles, such as AoEs. This attack will only trigger against ranged solid attacks, such as bullets, arrows, missiles, or blasts of earth (At second tier this ability will target ranged elemental attacks as well) (At third tier this ability will target any disconected attack, meaning any attack that is not a body type attack). This ability will never target psychic type attacks. If a foe uses any of the attacks that this ability can target within the range of this ability, the character will use their psychic energy to grab the attack and launch it at any foe who is adjacent to or within the area this ability may target. This reflection will have a 50% (70% at third tier) chance to activate. This reflected attack will deal 2x the damage of the initial attack. If this attack strikes the foe who launched it, it will prevent them from performing follow-up attacks. This ability may only trigger if this character has a higher psychic skill level than the skill level of the attack that was used. This protective field will last for 3 turns. This ability cannot trigger on activated melee skills such as assualt moves, critical hits, or perfect strikes. Cost: 16 pg

Psychic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -10 speed for the rest of the turn. The throw damage is calculated by adding this character's psychic and throw skill damages together (0). This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Psychic type characters are immune to psychic throw. Costs: 3 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg

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

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg (Ring)

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

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

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

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

(TBA) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

(TBA) Psychic Crush: 1-2 range. The user may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. It may only strike once. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. There is no second tier to this version of the ability. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 5 pg

(TBA) Terrible Tornado: Signature ability. Tatsumaki's psychic attacks twist and crush foes. This ability will double the range and damage of the ability "Psychic Crush" if that ability is unlocked. It will also immediately the foe a bleeding status. Costs: 3 pg

(TBA) Telekinetic Reposition: This character may pick up a character who is up to two size classes larger than it. This ability may be used to move enemies as well as allies, but foes may calculate dodge. This ability has 5 range, and it may move a character up to 5 spaces. Using this ability uses the action of the character for this turn. Costs: 4 pg

(TBA) Telekinetic Reposition: This character may pick up a character who is up to two size classes larger than it. This ability may be used to move enemies as well as allies, but foes may calculate dodge. This ability has 5 range, and it may move a character up to 5 spaces. Using this ability uses the action of the character for this turn. At second tier this ability will have 10 range and move two characters in one turn, or move one character twice. At third tier is will have 15 range and be able to move up to three characters. Costs: 8 pg

(TBA) Telekinetic Pin: This character may pin down a foe if the foe is no more than one size class larger than them. This will drop the evasion of the foe by 50 and the move of the foe by 6. Inhuman strength will allow the foe to ignore this ability. While using this ability, the character pinning the foe will suffer -20 avoid themselves, and if struck with enough force they will lose their grip on the foe. This pin has 3 range. This pin may hold a foe down for up to 3 turns. This character may attack the pinned foe on the second turn of pinning them. Costs: 6 pg

(TBA) Telekinetic Push: 1-2 range. If this attack lands, it will prevent counter-attacking. This character may push an opponent up to three spaces away from themselves in a straight line (as long as the foe is two size classes larger than them or less). If a character is pushed into hazardous terrain, they will take the terrain penalties immediately. This ability may only be used when attacking. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 4 pg

(TBA) Telekinetic Pull: If this attack lands, it will prevent counter-attacking. This character may pull an opponent up to three spaces toward themselves in a straight line. The attack has 5 range. If a character is pulled into hazardous terrain, they will take the terrain penalties immediately. This ability will also allow a character to immediately retrieve a thrown weapon. This ability may only be used when attacking. The damage of this ability may equal the damage of the activated attack ability "Psychic". If that ability is not unlocked, the damage is equal to a normal psychic blast. Costs: 4 pg

(TBA) Psychic Barrier Trap: This unit must take a turn to charge. After doing this, they will create a massive barrier of psychic energy around them. This will prevent all characters within 10 range from moving further from where the creator made the trap. Character who can teleport or manipulate space may ignore this barrier. Other characters may attempt to attack and break a hole in it. The barrier will have the half the HP as this character but take extra damage from high wear attacks (%damage increase=wear factor. Up to 2.5x from explosion). The barrier will not be completely broken, just a hole punched into it. This barrier lasts for up to 4 turns. This ability may be used once a day. Costs: 7 pg

Character Type: Psychic

Weakness: This character will suffer a loss of their psychic powers for one turn if they are struck in the head. This character strongly resists psychic, earth, and air type damage.

Caps:
HP: Low
Attack: 800
Defense: 100
Speed: 146
Skill: 160
Movement: 10

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