Tuesday, December 22, 2020

Major Q9






Major Q9: Level 87
HP: 590,400 (1,771,200) (4,250,880) (5,526,144) (7,460,294) (11,936,471) (25,066,590)
Attack: 26000
2 OMEGA Marksman: 4000
2 OMEGA Energy: 4000
Q9's Heavy Gatling Gun: 800 (26,800) (30,800) (61,600) (123,200) (369,600) (1,848,000) (5,544,000) (8,316,000)
Q9's Heavy Gatling Gun (Gun Devil Bullet): 1800 (27,800) (31,800) (63,600) (127,200) (381,600) (1,908,000) (5,724,000) (8,586,000)
Q9's Dual Laser Pulse Cannon: 600 (26,600) (30,600 (34,600) (259,500) (519,000) (1,557,000) (4,671,000) (7,006,500)
Defense: 27000 (58000)
2 OMEGA Armor: 4000
Q9's Heavy Armor Casing: 5000 (9000) (67,000) (167,500) (251,250) (502,500) (2,010,000) (2,613,000) (7,839,000)
2 OMEGA Shield: 4000
Raw Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (405,000) (810,000) (877,000)
Raw Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (405,000) (810,000) (1,687,000)
Q9's Heavy Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (270,000) (1,957,000)
Q9's Heavy Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (270,000) (2,227,000)
Elite Energy Shields: 100 (4100) (8100) (60,750) (121,500) (243,000) (2,470,000)
Elite Energy Shields: 100 (4100) (8100) (60,750) (121,500) (243,000) (2,713,000)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (2,953,600)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (3,194,200)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (3,434,800)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (3,675,400)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (3,916,000)
Energyscale Pendant: 20 (4020) (8020) (60,150) (120,300) (240,600) (4,156,600) (10,391,500) (15,587,250) (31,174,500) (124,698,000) (162,107,400) (486,322,200)
Speed: 295 (300)
Skill: 370 (415) (425)
Move: 7 (8) (9)




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

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.

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 these items. 

4-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.

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.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Soulborge's Heart: This unusual legendary heart may only be used by low or very low HP characters. It will double the total defense of the character.

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 counterattack. 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.

2-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

2-Heavy Weapon Seal: An Elite Weapon Seal. This weapon seal will add 100% to the damage buff granted by the ability Heavy Blow (II) or (III).

Q9's Heavy Armor Casing++: -25 speed. This armor grants immunity to dark, water, and explosion and extreme resistance to psychic and magic. 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 by 75%. Grants 2500 (5000) defense.

27-Gun-Devil Flesh Bullets: Bullets created by the Gun Devil. These bullets will reduce bullet resistance to bullet damage by one tier (stacking with the signature ability of the devil). At most, this bullet can reduce a foe down to resisting bullets; it cannot make a foe neutral. Base 1000 additional damage to the gun this bullet is fired from. These bullets a rather difficult to steal, with only two being able to be taken per loot. 

Major Q9's Elite Tracking Scope: Advanced electronic eyes. These eyes are nearly impossible to steal (5%), and they may only be used by a large size class character. +45 skill. These eyes will be permanently disabled by an EMP for the rest of the battle.

2-Raw Energy Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the Energy and shield-type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in Energy to use this shield.

2-Q9's Heavy Energy shields. These massive shields may only be used by a Large size class robot. They grant 1000 base defense and are boosted by the shield and energy skill and item boosts of the character. These shields are very hard to steal.

2-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.

6-Energy Scale Pendant

Drop of Might

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

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. 

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.

Vicious Silver Pin: A small, needle-like pin that can easily be worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns. 

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

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.

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 piercing-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. 

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.

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.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".

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.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost 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. 

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

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

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily 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 Mirror 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 resistance 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.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Resolved Scale: Armor and Defense are not ignored by defense-ignoring abilities; Very Hard to Steal. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

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

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.

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.

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.

4-Poms of Power (Energy)

Golden Casing+Plate

12- Energy Gems+Plate

Boots

Heavy Duty Boots

Abilities:

Queglix Gun Special Attack (II+Needled): Signature Ability. Major Q9 may use this ability to start attacking with enough power to fire off 9 shots that have the same damage as his regular Gatling Gun damage. He may choose to combine 2 of these shots in order to fire a single attack that is 2x the regular strength of his shot, or he may combine 3 of these shots to fire a shot with 3x the damage 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 single 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

Mightiest Warrior of Valhalla: HeroScape exclusive ability. This ability may only be used by a unit who is a level 80 or higher. This unit has existed for ages within a world torn by war. They have become extremely accustomed to battling foes who are not from their own worlds. When attacking or defending against an enemy who is from a universe of a different genre, this character will double their attack and defense. Genres will generally be considered to include: Sci-Fi, Fantasy, History, Modern/Realist, Supernatural, and Super-Hero. Costs: 7 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 (II): If this character is a robot and has a very low HP cap, they will double (4x) their total defense. Costs: 8 pg

Wave of Lead: If this unit has fired off a guns and fired at least four shots in the last turn, it will reduce the damage of all ranged counters that occur after it fires, as well as reduce the total damage of ranged attacks against it in the next enemy phase, by 75%. Costs: 4 pg

Defensive: This ability is locked to the Defensive class. Stealth class characters can never learn this ability. This ability will halve the defense debuffs this character takes from foes. Costs: 2 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

Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg

Death Blow: When attacking, this character adds 25% (50%) to their attack damage stat. Costs 3 pg

Heavy Blow (II): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will multiply the damage of normal strikes by 100% (200%). Costs: 8 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) (5x) Costs: 4 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

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 

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 (Miracle Scale)

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 the character to sleep. Costs 4 pg (Analyst Medallion)

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

(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg

(TBA) 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


Character Type: Defensive, Marksman, Robot, Destructive, Strategist, Defensive

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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