Major Q9: Level 65
HP: 144,400 (288,800) (433,200)
Attack: 2,200
5GM Marksman: 1000
3GM Energy: 600
Q9's Heavy Gatling Gun: 800 (3000) (4000) (8000) (12,000) (36,000) (165,000)
Q9's Dual Laser Pulse Cannon: 600 (2800) (3800) (4400) (30,800) (92,400)
Defense: 2,800
1GM Armor: 200
Q9's Heavy Armor Casing: 5000 (7800) (8000) (19,000) (24,700) (74,100)
2GM Shield: 400
Elite Energy Shields: 100 (700) (1100) (7700) (15,400) (23,400) (46,800) (32,110) (96,330)
Speed: 185 (120)
Skill: 260 (255)
Move: 6
Items:
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
12- 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.
Abilities:
1GM Armor: 200
Q9's Heavy Armor Casing: 5000 (7800) (8000) (19,000) (24,700) (74,100)
2GM Shield: 400
Elite Energy Shields: 100 (700) (1100) (7700) (15,400) (23,400) (46,800) (32,110) (96,330)
Speed: 185 (120)
Skill: 260 (255)
Move: 6
Items:
2-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% 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.
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%.
Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
Q9's Heavy Gatling Gun++: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-3 (6) range. This weapon would be nearly impossible for a normal character to carry. Base 400 (800) bullet-type might
Q9's Dual Laser Pulse Cannon: -10 speed. This weapon will always strike twice the normal rate, both when attacking and countering. It fires off pure rays of energy. Base 300 (600) energy type might. 1-2 (5) range.
Q9's Heavy Armor Casing++: -25 speed. This armor grants immunity to dark and water, along with extreme resistance to explosion and psychic. This armor defends against psychic and magic... which is very odd for robotic gear. This armor makes the character incredibly heavy. This will prevent abilities like blast back from moving this character, and it will cause foes who have "Grab and Smash" or "Flying Grab" to cut the number of extra hits they get in half. Grants 2500 (5000) defense.
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.
Kinetic Repulsion Generator: This unusual piece of technology will allow a vehicle to take half damage from throws. This item requires a very large mech or vehicle to carry.
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%.
Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
Q9's Heavy Gatling Gun++: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-3 (6) range. This weapon would be nearly impossible for a normal character to carry. Base 400 (800) bullet-type might
Q9's Dual Laser Pulse Cannon: -10 speed. This weapon will always strike twice the normal rate, both when attacking and countering. It fires off pure rays of energy. Base 300 (600) energy type might. 1-2 (5) range.
Q9's Heavy Armor Casing++: -25 speed. This armor grants immunity to dark and water, along with extreme resistance to explosion and psychic. This armor defends against psychic and magic... which is very odd for robotic gear. This armor makes the character incredibly heavy. This will prevent abilities like blast back from moving this character, and it will cause foes who have "Grab and Smash" or "Flying Grab" to cut the number of extra hits they get in half. Grants 2500 (5000) defense.
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.
Kinetic Repulsion Generator: This unusual piece of technology will allow a vehicle to take half damage from throws. This item requires a very large mech or vehicle to carry.
Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
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 defeat.
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.
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.
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.
Advanced Field Disrupter: This fragile piece of tech generates a disruptive field around the character, causing them to ignore dimensional alterations. This includes Subspace Debuffs, Negative Zone, and Mirrior Dimension... among other similar things.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
12- 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.
Abilities:
Queglix Gun Special Attack (II): Signature Ability. Major Q9 may use this ability to start attacking with enough power to fire off 9 (15) shots that have 30% of his regular Gatling Gun damage. He may choose to combine 2 of these shots in order to fire a signle attack that is 60% the regular strength of his shot, or he may combine 3 of these shots to fire a shot with the strength of his regular attack. Q9 can spread his shots across up to 9 enemies, and he will only be countered after he has fully finished attacking. He may attack a signle foe nine times, and he may switch between attacking that one foe and a separate foe, switch back and forth as he pleases... but they will only counter him once. Each character will calculate dodge, defense, and counters individually. Cost: 10 pg
Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 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
Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
Soulborg Tradeoff: If this character is a robot and has a very low HP cap, they will double their total defense. Costs: 4 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. 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
Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 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
Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
Soulborg Tradeoff: If this character is a robot and has a very low HP cap, they will double their total defense. Costs: 4 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. 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
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.05x) (4.6x) Costs: 4 pg
Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 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
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 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
Dual Gunner: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Marksman level.
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
Character Type: Defensive, Marksman, Robot, Destructive, Strategist
Weakness: Mild water weakness. Mild weakness to pierce. This character may be hacked. Impacted by EMP. Immune to mind control. Immune to burning, poison, pain, and fear type statuses. Resists blade type damage.
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
Character Type: Defensive, Marksman, Robot, Destructive, Strategist
Weakness: Mild water weakness. Mild weakness to pierce. This character may be hacked. Impacted by EMP. Immune to mind control. Immune to burning, poison, pain, and fear type statuses. Resists blade type damage.
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