Magneto: Level 62
Attack: 2,000
1GM Psychic: 200
1 Martial: 5
1GM Throw: 200
Metal Pellet: 100 (2100) (2300) (2500) (2505) (12525) (13778) (20666) (41,332)
2M Armor: 50
Magneto's Helmet: 50 (1550) (1,600)
Skill: 225
Move: 6 (9 while flying)
Items:
Magneto's Helmet: A helmet designed to protect Magneto from psychic attacks. Grants resistance to psychic damage and total immunity to mind reading or mind controlling abilities. This helmet may be worn with any set of armor. Base 50 defense.
Magneto’s Hussar Armor: Magnificent armor sporting wings that are immediately recognizable. This replica armor was crafted to fit Magneto after he recovered and returned the original armor to them. Any ally adjacent to a set of Winged Hussar armor will boost their total damage by 20%. Any enemy will suffer a 10% total damage debuff from the sheer intimidation of this heroic set of armor. This armor grants resistance to blade, pierce, bludgeon, whip, and martial type damage. Base 350 defense.
Kaleesh Guard Cloak: Dignified cloaks given to the elite guard of General Grievous. This cloak grants resistance to bullet and pierce type damage. Base 100 defense.
Metal Pellet: A small metal ball. Seems worthless. If thrown with enough force this object could count as bullet type damage. Base 100 might if thrown at extraordinary speed. It could be possible to throw many of these tiny objects at once.
Fist of Gratia: Huge square punching weapons. Deal considerable wear to plate style armor and barriers. Difficult to break. Deal 200 martial type damage.
6 - Quicksilver bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the hunters dream in exchange for gold and blood.
3-Grut Warlord Longspear: This long spear is relatively fragile. However, it has +10 hit and avoid against foes using short melee or body attacks. The total damage of this spear is increased by 50% if this character is using the ability "Height Advantage" against the foe. Base 300 pierce type might.
Grut Warlord Halberd: -5 skill. This short spear has a large axeblade attached. As such, it can deal either blade or pierce type damage. This mighty weapon deals very heavy damage to the weapons of foes. Using the axe of this weapon will not remove spear proficency. Base 400 blade or pierce type might.
2-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.
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.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
1 - Dream Wheel: Boosts the psychic ability of a character by 50%
7 - Nightmare Wheels: Boosts the psychic ability of a character by 50%
Psychic Plate: Boosts psychic 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.
Great Serpent Viscera
Magnetic Projectile: This character may throw weapons or metal objects into foes. This extremely fast and dangerous form of attack boasts 1-3 (4) range. All thrown items will be enhanced by psychic and throw skill and item boosts... but it will not count as psychic damage. As such pure stones may still enhance the thrown objects. This ability may be used to counter. This ability may not be removed by strategist. Costs: 3 pg
Magnetic Flight: Gives this character the ability to fly. Will improve movement by 3 when in flight. This is wing and repulsor free flight, and as such it will drastically increase the crashing damage of this character. Costs: 2 pg
Magnetic Disarm: This character may disarm a foe if the foe is within 2 spaces and using a metal weapon. This will cause the weapon to fall to the ground. If a character other than the disarmed character picks up the weapon, they may not put it in their inventory until the battle ends. This ability has a 60% chance to succeed if the character using it is a higher psychic level than the foe's weapon level. If they are not higher, then this ability has a 30% chance to succeed. If the foe is three weapon levels higher than the psychic level of this character, this ability has a 10% chance to work. If the foe has two weapons equipped, they will lose both. Costs: 4 pg
Magnetic Reposition (II): This character may pick up a character who is either made of metal or wearing a large amount of metal armor. 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. 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. Using this ability uses the action of the character for this turn. Costs: 6 pg
Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within ten spaces of this character. Costs: 8 pg
Magnetic 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 attacks that have a metal component, but this includes all metallic weapons... even body weapons. If a foe uses any of the attacks that this ability can target within the range of this ability, the character will use their magnetic energy to grab the attack and launch it at any foe who is adjacent 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 assault moves, critical hits, or perfect strikes. Cost: 16 pg
Magnetic Throw: This character may grab an enemy who is 1-2 (3) spaces away and throw them one space. After using this attack, the character suffers -5 speed for the rest of the turn. The throw damage is calculated by adding this character's psychic and throw skill damages together. 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. This throw will fail if the foe does not have enough metal on them to allow them to be lifted and thrown. This ability cannot be removed by strategist. This counts as pure throw damage. Costs: 3 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.
Magnetic Armor Crush: +15 hit. This character may use his magnetic powers to crush the armor of a foe if that armor is made of metal. This attack will only strike once, and the impact of the attack varies depending on the armor. Armor with minimal metal will cause the foe to lose 5% of their HP. It will also have a 20% chance to flinch the foe. If the foe is wearing full body metal armor, this attack will cause them to lose 10% of their life. It will also cause them to lose half of their defense and to lose 2 movement unless they remove the armor. It will also have a 40% chance to flinch the foe. Using this attack against full body armor will immediately give the foe a bleeding status. If this attack is used on a foe with cybernetic armor, they will immediately lose 20% of their HP. They will be immediately flinched. They will take the severe bleeding status. They will lose half defense and three movement unless the armor is repaired. This attack may be used multiple times against the same foe. The movement and defense loss will not stack. 1-2 (3) range. This ability cannot be removed by strategist. Costs: 6 pg
Magnetic Shield: Grants a protective magnetic field to the character. This shield does not defend against psychic or magic damage. The total defense of this shield will be tripled if the attack of the foe contains any metal or lightning component. The defense of this shield will be halved if the attack has no metal component. The base might of the shield is 100 but is boosted by the psychic skill stats and boosts of this character. Costs: 4 pg
Magnetic Pin: This character may pin down a foe if they are mostly covered in metal or have notable metal components in or on their body. 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 (4) 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: 5 pg
EMP: This massive EMP takes one turn to charge and may only be used once a day. Any robotic/energy-based characters/vehicles/items caught within five spaces of where the EMP targets will be shut down completely. The duration of this shutdown varies drastically, with potent characters (such as Tabuu) recovering in 2-3 turns. Meanwhile less well crafted characters (such a simple robotic troop units) will remain deactivated for up to 10 turns. This attack strikes friends and foes alike. It is an area attack, and as such it cannot be dodged. Costs: 5 pg
(TBA) 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
(TBA) Sub Lift: Signature ability. At one point, Magneto lifted an entire submarine from the depths of the sea. This feat was but a small taste of his power. This extremely powerful magnetic attack can pull either an entire space cruiser from space, or it may be used to lift entire buildings and transport them across the battlefield. This insanely potent attack may be targeted towards a single foe on the map who is within 10 spaces of Magneto. After this, magneto may not activate any other specialized abilities for three turns, though he may still attack and counter (using, for instance, his regular magnetic throwing attacks). After three turns have passed, the massive object will be pulled from space or from the map 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 Magneto leaves the map, this move will fail. If Magneto is killed, flinched, or stunned, this move will fail. This move may only ever be attempted once a day. Magneto does not have to specify who he is targeting with the attack, but enemies will be notified when he begins charging it. This attack boasts a colossal base might of 2,000 base psychic, explosion, earth type damage. If he pulls down a ship instead of using a large building, it will deal damage based on the size of the ship, though this is usually about half the damage of using a building. On the rare occasion there is nothing to pull down from space, in which case the ability will fail. Costs: 8 pg
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
(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) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) 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
(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Character Type: Destructive, Strategist
Weakness: Extreme weakness to psychic damage. Weak to bullet type damage. Resists throw damage. Immune to magnetism abilities. Resists strategist (strategist will be calculated as though it is one tier lower).
Caps:
HP: Small
Attack: 800
Defense: 200
Speed: 118
Skill: 170
Move: 6
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