Aurora Unit 313: Level 72
HP: 618,000 (1,236,000 Reactor Core) (1,854,000)
Attack: 4,000
2GM Marksman: 400
5GM Energy: 1000
1GM Dark: 200
1GM Fire: 200
1GM Explosion: 200
1GM Light: 200
1GM Claw: 200
3GM Whip: 600
Cybernetic Claws: 500 (4500) (5500) (5700) (5900) (41,300) (82,600)
Heavy Dark Cannon: 1600 (5600) (6000) (7000) (7200) (7400) (51,800) (103,600) (155,400)
Homing Heat Ray: 600 (4600) (5000) (6000) (6200) (43,400) (86,800)
Ring Cannon: 800 (4800) (5200) (6200) (6400) (44,800) (89,600)
Phason Tendrils: 150 (4150) (5150) (5350) (37,540) (74,900)
Defense: 4,500 (9,000)
3GM Armor: 600
Aurora Unit Heavy Casing: 2000 (11,000) (11,600)
Elite Storm Shields: 300 (11,900)
3GM Shield: 600
Elite Energy Shields: 50 (1050) (1650) (11,550) (23,100) (45,000)
Elite Dark Shields: 50 (250) (850) (5,950) (11,900) (56,900)
Elite Flame Shields: 50 (250) (850) (5,950) (11,900) (68,800)
Elite Light Shields: 50 (250) (850) (5,950) (11,900) (80,700) (242,100)
Speed: 210
Skill: 300 (340)
Move: 6 (12 flying)
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.
Heavy Dark Cannon++: This weapon may only strike once. It deals massive damage to armor and shields. This weapon boasts 1-4 range and will strike all adjacent tiles to its main target. This shock wave is an AoE and cannot be dodged. The adjacent squares will take 50% of the normal damage, but this may be resisted and defended against. Base: 800 (1600) marksman/energy/dark/explosion type might
4-Homing Heat Rays++: 1-3 range. These weapons each attack individually, actining almost like they are a character. Base: 300 (600) marksman/energy/fire type damage.
Ring Cannon++: An attack that fire bouncing rings of energy. Always strikes twice and only twice when attacking or countering. These rings will travel three spaces in a straight line, and may then bounce and change direction, traveling another three spaces in a staight. All foes this attack passes through may dodge and counter. This attack may bounce directly back and hit a foe a second time; however, the foe will not counter if struck a second time. Base: 400 (800) marksmann/light/energy type damage.
Cybernetic Claws: These massive claws grant 500 base might to claw attacks and cause them to deal energy/dark damage. However, they do not function with abilities like Weaponized Body or Shadow Claw.
Aurora Unit Heavy Casing++: Massive armor designed for the Auror Units. Grants immunity to bullet, bludgeon, and resistance to explosion type damage. This armor is incredibly durable. Base 1000 (2000) defense.
Elite Storm Shields: These shields work more like a cloak, offering defense as a form of armor. These shields offer resistance to energy, air, water, and ice. Base 300 defense.
Spinal Cabel: A massive cord that connects the Auror unit to any facility it is in, whether friend or foe. This cabel will heal the auror unit 20% of its life each turn if it is connected, but it cannot use this cord while flying. This cord may be destroyed if foes have attacks that can target it. This cord will allow the Aurora to use an security cameras or computer systems in the base, even allowing it to hack into certain units. Using cameras can drastically increase the range of abilities like Strategist.
Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.
Elite Dark Shields: These shields offer 50 defense, and are improved by the dark and shield skill and items boosts.
Elite Flame Shields: These shields offer 50 defense, and are improved by the fire and shield skill and items boosts.
Elite Light Shields: These shields offer 50 defense, and are improved by the light and shield skill and items boosts.
Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Blade Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Blade damage for the next 4 turns. This will not grant resistance to blade/(any second form of damage); however, pure blade attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, and it is likely that multiple Razor Plates are required to create this item.
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.
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.
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.
Light Stoneplate Ring: This ring grants resistance to light type damage. 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.
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.
Thiefbreaker Chain: A silver chain worn near the waste. 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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
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.
Vile Energy: All energy attacks by this character will harm allies and foes alike. All Energy Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
24- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
12- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
12- Bomb Badge: A badge that may be worn on any type of military uniform (currently on the harness of this character). Increases the damage of explosion type attacks by 50%. Fairly easy to steal or drop.
24- Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
Abilities:
Bond With Dark Samus: Signature Ability. If Dark Samus dies, or if she chooses to bond with this character, she will vanish off the map and enter this character. This will grant the ability "Phazon's Conquest" to the Aurora unit. It will also allow the Auora unit to take a turn to summon phantoms of Dark Samus. This will summon 2 phantoms, and a maximum of eight may be on the map. These phantoms will behave exatly like Dark Samus, but will only have 10% of her HP. Costs: 12 pg
Phazon and The Mind: Signature ability. Much like Mother Brain, the primary function of this character is to control Metroids. Any Metroid within 10 range of this character may take an extra turn and will gain acess to the ability Phazon Burts. Truly, we now bear witness to the end of all things. Costs: 12 pg
Phazon's Conquest: Signature ability. All attacks by this character deal Phazon damage and have a 10% chance to induce Phazon poisoning (see Phazon Burst Ability). This character will still be damaged by being in a Phazon Burst, but it may be healed in that state, and it will not take extra damage from Phazon attacks. Attacks that do not contain energy elements will still gain a damage buff from the Phazon Burst. Costs: Absorbing Dark Samus
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
Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy-based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like ordinary poisoning, but poison immunity does not protect an enemy from it. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation type attacks, it will take 4 x the damage. This ability takes a turn to deactivate but may be activated instantly. Costs: 6 pg
Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy-based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like ordinary poisoning, but poison immunity does not protect an enemy from it. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation type attacks, it will take 4 x the damage. This ability takes a turn to deactivate but may be activated instantly. Costs: 6 pg
Phazon Tendrils: Once every four turns, this character may use the Phazon that dwells within it to lash out at foes. This attack will always strike three times, but it may hit more based on this character's speed (12 times maximum). These tendrils have a 150 energy/dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% chance to induce the bleeding status on the enemy they strike, alongside Phazon poisoning if it has abilities that allow that. Costs: 6 pg
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
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. 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
Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. 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
Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 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
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
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
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Charater Type: Strategist, Psychic, Destructive, Cyborge
Weakness: Weak to head shots and attacks that can target its exhaust ports. Immune to mind control and fear. Immune to absorb.
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