Friday, February 5, 2021

Doc Ock






Olivia Octavius: Level 67
HP: 210,000 (420,000) (630,000)
Attack: 2,600
1GM Martial: 200
4GM Whip: 800 (1600)
2GM Claw: 400
2GM Throw: 400
Martial Attacks: 2600 (2800)
Tentacle Attacks: 600 (3200) (4800) (5200) (7800) (15,600)(78,000)(117,000)
Tentacle Throw: 600 (3200) (4800) (5200) (15,600)(78,000)(117,000)
Defense: 2300 (4600)
5M Armor: 80
Mithril Underarmor: 800 (5400) (5480)
Doc Ock Power Suit: 600 (6080)
Elite Eye of Storm Shields: 300 (6380) (12,760)
Speed: 220 (+20 avoid)
Skill: 220 (260)
Move: 6 (7) (9)(12)

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.

Elite Doc-Ock Tentactles. This item boosts the base damage of the Doc Ock tentacles to 600 base might. They can also convert the claws into buzz-saws. This will change the damage type to saw/whip but will not change the total damage.

Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.

Doc Ock Power Suit++: This odd set of armor actually inflates to form. It will grant immunity to bludgeon and extreme resistance to martial and explosion type damages. However, unlike most armor, this suit takes heavy wear from pierce type damage. The armor is completely plastic.

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.

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. 

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

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.

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. 

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

(TBA) 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.

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.

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.

(TBA) 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. 

(TBA) 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. 

(TBA) 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.

(TBA) 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.

(TBA)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.

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.

(TBA) 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. 

Vicious Silver Pin: A small, needle-like pin that can easily we warn 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 diffiuclt to steal and very valuable. 

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character. 

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

Twisted Stone: This twisted black rock boosts the whip damage of the user by 50%. Only one of these items may be used by the character. This boosts alongside elemental gems if used. 

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.

Abilities:

Octopus Arms: Doc Ock signature ability. This ability grants four extending, tentacle like arms. These arms boast 300 base whip/claw type damage. 1-2 range. Each arm may take its turn separately, and when doing so they may use abilities such as Strike Twice, Whip Throw, Grab and Smash, Thief, and Coil. Dock Oc may also take a turn herself, though having these arms will reduce her own total damage she gives by 50%. Each time an arm attacks a foe, the foe will counter Doc Ock. Doc Ock could choose to attack up to four foes with the four arms, or she may focus each of her individual attacks on a single foe. Howeve, she may choose to not attack with her own body or take turns with her individual arms, and instead focus on a single foe with a single set of brutal attacks. If she does this, she will strike the foe four times the normal amount. This single targeting attack will not be improved by Stike Twice. When countering, she will always strike four times the normal times. These arms will catch Doc Ock if she is thrown and halve the total damage she takes. These arms grant +2 movement, and they may activate the ability "Swing". These arms hold the character above the ground, avoiding cetain terrains.This ability cannot be removed by strategist. The damage of these tentacles are boosted by Twisted Stones, "Inhuman Strength", "Weapons Master" and "Tough Claws" Costs: 14 pg

PhD In Dimensional Disturbances: Dock Ock signature ability. All enemy warping, teleporting, and dimensional manipulation abilities will be much less effective if this character is on the map. This will cause %activated teleporting abilities to have halve their normal chance of working. It will also double the cooldown time for warp and other teleporting movement abilities. Costs: 4 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. (2.95x) (5x) Costs: 4 pg

Whip Mastery: This unit has mastered the Whip. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 to their total movement, add +20 to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 pg

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

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 the foe. Costs: 6 pg

Tentacle Grab: -15 speed. 1-2 range. A whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long tentacle and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage based on the attack and skill and item boosts of the character. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
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. Costs: 6 pg

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

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

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.


Character Type: Strategist, Gadget

Weakness: Weak to crushing damage (gravity, magnetism, body slams, tramples, ram, ramming tackle). Resist psychic, absorb, and mind control. 

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