Tuesday, November 17, 2020

The Master






Richard "Grey" Moreau: Level 81
HP: 840,000 (2,520,000 Containers) (6,048,000 Mako) (8,164,800 Bottle) (10,614,240 Crystal Soul) (16,982,784 Heart+Soul)
Attack: 12,500
5GM Whip: 1,000
5GM Throw: 1,000
5GM Psychic: 1,000
5GM Energy: 1,000
5GM Poison: 1,000
5GM Absorb: 1,000
5GM Explosion: 1,000
Devouring Tentacles: 400 (12,900) (13,900) (14,900) (15,900) (27,800) (135,150) (254,400) (508,800) (1,526,400) (3,052,800)
Mind Bomb: 400 (12,900) (13,900) (14,900) (111,750) (238,400) (476,800) (1,430,400) (2,860,800)
Psychic Throw: 2,000 (14,500) (123,250) (246,500) (320,450) (961,350) (1,922,700)
Elemental Blasts: 12,500 (13,500) (101,520) (202,500) (607,500) (1,215,000)
Defense: 12,300
5GM Armor: 1,000
5GM Shield: 1,000
Queen Energy Core: 200 (1,200) (2,200) (16,500) (33,000) (66,000) 
Queen Poison Core: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {132,000} [264,000] (396,000) (792,000 when attacking) (x2 w/MF) (x3 w/PD)
Psychic Barrier: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {195,000}
Elite Psychic Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {258,000}
Elite Energy Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {321,000}
Elite Poison Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {384,000}
Elite Absorb Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {447,000}
Psychicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {477,600}
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {508,200}
Poisonscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {538,800}
Absorbscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {569,400} [1,138,800] (1,708,200) (3,416,400) (x2 w/MF) (x3 w/PD)
Speed: 255 (155) 
Skill: 315 (355) (415)
Move: 3 (4)

Items:

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped. 

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

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, ambushes and backstabs.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

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 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.

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. 

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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing Ember: This item increases the activation chance of poison, disease, and radiation statuses by 30%. This item is easily lost or stolen. 

Cleansing Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

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.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage

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.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a -10 Speed debuff from Freezing Aura. This item is hard to steal.

Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

(TBA) Focused 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, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Twisted Stone + Plate

PsychicEnergyPoisonAbsorb Poms

12- Psychic Gems+Psychic Plate

12- Energy Gem+Energy Plate

24- Poison Bloom+Poison Plate

12- Jade Cube+Absorb Plate

12- Volatile Crystals+Explosion Plate
 
Elite Enhanced Psychic, Energy, Poison, Absorb Shields

Psychicscale, Energyscale, Poisonscale, Absorbscale Pendant



Abilities:
Assimilate Mind: Signature Ability. If the Master can reach his flesh terrain to the space where a foe has fallen and their body is still present, he may take a turn to attempt to assimilate their mind. If this ability succeeds, the Master will be able to purchase any personality-oriented abilities of the character he has assimilated; however, that personality may begin to combat his own decisions as it will be permanently ingrained into his own mind. Over time, this assimilation will peel back the layers of memories once held by the character, allowing the Master to eventually know everything the assimilated character once knew. This ability only has a 50% chance to trigger on Strategists and characters innately resistant to psychic will resist this ability. Psychic-type characters are immune. Costs: 10 pg

Assimilate Flesh: Signature Ability. If the Master can reach his flesh terrain to the space where a foe has fallen and their body is still present, he may take a turn to assimilate their flesh and make a horrifying growth in the place the foe once stood. This Flesh Growth will have 50% of the Master's total HP and will have -20 Speed and Skill from the Master's stats and will have a movement of 1. Growths will leave Flesh Terrain behind them if the Master has that ability unlocked. These Flesh Growths will be able to access a majority of the Master's abilities and may each take turns; however, the growths will not trigger Heartstopping Aura or Psionic Shred. Pain statuses will be shared amongst the Master and all of his Flesh Growths. Flesh Growths will remain until destroyed. Flesh Growths will lose half of their HP each turn they are not adjacent to Flesh Terrain which is connected to the Master. Non-Unique units who are assimilated will be trapped indefinitely unless their respective Flesh Growth is destroyed. Unique units will be trapped for 1 month or until their respective Flesh Growth is destroyed. Costs: 5 pg

Assimilate Machine: Signature Ability. If the Master can reach his flesh terrain to the space where a cyborg, robot, or vehicle has fallen and their husk is still present, he may take a turn to assimilate it and use it as his own unit. The assimilated machine will have 50% of its original HP and will have -20 Speed and Skill from its original stats. Assimilated machines will leave Flesh Terrain behind them if the Master has that ability unlocked. The assimilated machines will be able to access their original abilities and may each take turns. EMP and Hacking statuses will be shared amongst the Master and all of his assimilated machines. Assimilated machines will remain until destroyed. Assimilated machines will deactivate if they are not adjacent to Flesh Terrain which is connected to the Master for a turn. Costs: 7 pg

Radioactive Flesh: Foes who make physical contact with this character (short range attacks such as martial, body, or knife damage), or who end their movement on Flesh Terrain, will have a 30% (40%) (65%) (95%) chance to receive radiation poisoning. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Radiation %damage stacks indefinitely, meaning a foe could potentially take enough radiation poisoning to lose 100% of their HP in a single turn. Many characters who are immune to poison will still take this type of damage. Costs: 6 pg

Flesh Terrain: This character may cause its flesh to grow out from itself. This terrain is easily destroyed, as it only has 5% of the HP that this character's max HP, but the terrain will allow this character to interact with the world around it. It may grow up to two tiles of this terrain each turn, but the tiles must remain attached to the character at all times or they will die. Using this terrain may allow this character to create a vast network that connects it to the bodies of fallen foes or damaged technology. This ability may not be removed by strategist. Cost: 1 pg

Consume Radiation: This character is immune to radiactive damage, and it will heal as much damage as any radioactive strike would have given. If a radioactive attack is mixed damage, it will still heal this character regardless of the other element. If this character is standing in radioactive terrain, it will heal 5% of its HP per turn. Costs: 4 pg.

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% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (3x) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Mind Bomb: Range 1-2 (3) (6). -10 speed after using this ability for the remainder of the turn. This unit selects an enemy and sends a massive orb of psychic energy into their skull. This move has a base 400 (4550) (6550) (32750) might and gives explosion/psychic type damage. This attack ignores all defense, but it still is affected by resistances. This attack may only be used every other turn. Costs: 4 pg.

Psychic Throw: This character may grab an enemy who is 1-2 (3) (6) 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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200% (300%). Costs: 16 pg

Motionless Fortress: Defensive class ability. If this unit does not move on and is not moved by a foe's attacks or abilities, it will double its total defense. However, if it moves it must remain motionless for 2 turns in order to regain this boost. Costs: 3 pg.

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg 

Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg

Slow Moving Range: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the range of the character using it. Costs: 5 pg

Slow Moving Skill: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will increase the skill of the user by +60. Costs: 5 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

(TBA) Devouring Tentacles: This unit may take a turn to manifest two devouring tentacles on the map either adjacent to itself or on or adjacent to any flesh terrain it has created. These tentacles have base 400 poison/absorb/whip type damage. They will each have 25% of this character's HP and share his other base stats. When these tentacles strike a foe, the digestive enzymes rapidly drop defense. Each time a tentacle strikes a foe, it will drop their total defense by 10%. This character may create up to 10 tentacles on the map at a time. These tentacles may trigger "Devour" if they kill a foe. This ability may not be removed by strategist. These tentacles may trigger the ability "Swarm" and "Coil". 1-2 (4) range. This character may also directly attack or counter with these tentacles regardless of whether he has summoned them, using them much like weapons. On the turns after they are summoned, the tentacles will be able to move to any tile that contains or is adjacent to flesh terrain. Costs: 8 pg

(TBA) Psionic Shred: Any foe within 2 spaces of this character will lose 10% of their HP at the start of their turn. Any foe within 4 range will lose 5% of their HP at the start of their turn. This is a Psychic-type status and can be resisted. Costs: 5 pg

(TBA) Heartstopping Aura: Fear-type Ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

(TBA) Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

(TBA) Absorb: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 8 pg

(TBA) Strategist (III): This unit may choose three first-level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability 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: 16 pg

(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

(TBA) Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting this character to sleep. Costs 4 pg

(TBA) Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every five turns. Costs: 5 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 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

(TBA) Pressure: This character unleashes a huge amount of psychic pressure. This makes any enemy within 5 spaces of it suffer a +1 cooldown cost to all moves used within this range. Costs: 2 pg

(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

(TBA) Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg

(TBA) Eat The Weak: Predator Ability. If a foe is asleep or captured in a trap (such as a leg trap, net, or sticky web), this character will deal 50% extra damage to that foe until they are no longer helpless. This ability requires the character using it to have "Devour" Costs: 3 pg

(TBA) Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg

(TBA) Corrosive Acid: The poison type attacks of this character cause huge weapon and shield wear. Costs: 2 pg

(TBA) Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

(TBA) Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

(TBA) Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

(TBA) Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite or strike the foe. Costs: 6 pg

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

Character Type: Monster, Worldbreaker

Weakness: Weak to fire and explosion-type damage. Electronic components will be susceptible to EMP. Extremely resists psychic. Immune to fear. Immune to mind control and poison statuses. Resists radiation and is immune to radiation poisoning. 

Caps:
HP: High
Attack: 600
Defense: 300
Speed: 100
Skill: 160
Move: 3

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