Deku: Level 78
HP: 480,000 (960,000 1-UP+Seraph Robe) (1,680,000) (2,520,000 Heart and Soul) (3,024,000 Rune Arc)
Attack: 8,300
5GM Martial: 1,000
5GM Air: 1,000
5GM Explosion: 1,000
5GM Energy: 1,000
5GM Dark: 1,000
Concussive Punch: 400 (8,700) (9,700) (10,700) (11,700) (93,600) (181,350) (362,700) (725,400)
New Hampshire Smash: 20 (8,320) (9,320) (69,900) (139,800)
Defense: 8,100
5GM Armor: 1,000
Mithril Chainmail: 1,600 (2,600) (10,700)
Mark IM-1 Armor: 500 (11,200)
Shadow of Yharnam Cloak: 100 (11,300)
5GM Shield: 1,000
Lewa Air Shields: 100 (1,100) (2,100) (15,750) (31,500) (63,000) (74,300)
Enhanced Elite Air Shields: 100 (1,100) (2,100) (15,750) (31,500) (63,000) (137,300)
Stark Shields: 200 (1,200) (2,200) (15,400) (30,800) (168,100)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (195,600)
Enhanced Elite Energy Shield: 100 (1,100) (2,100) (14,700) (29,400) (228,100)
Rahkshi's Shadow Shields: 100 (1,100) (2,100) (14,700) (29,400) (257,500)
Enhanced Elite Dark Shields: 100 (1,100) (2,100) (14,700) (29,400) (286,900)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (302,200)
Darkscale Pendant: 20 (1,020) (7,140) (14,280) (316,480)
Speed: 275 (290) (300) (+25 avoid) (+30 avoid) (+20 avoid when being attacked) (+25 avoid in the dark)
Skill: 275 (315) (335)
Move: 8 (9) (14)
Items:
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.
3-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.
2-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.
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 worn under other armor or cloaks. Base 1600 defense.
Mark IM-I-Armor: A suit designed by Tony Stark for Deku. The suit is extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. The armor is made of purified White Silverlight, which offers immunity to light and resistance to energy, and Dusk Dark Steel, which offers immunity to psychic. Air protodermis has been added to the mix, causing the armor to also resist air damage. This suit defends against psychic and magic. The suite boasts 500 base defense and also comes equipped with energy shields that offer 200 base defense when being attacked and are boosted by energy and shield skills and item boosts. If the character has doubled down defense, this suit will be able to project two of these energy shields. Unlike most Stark Industry's Armor, this suit does not grant, but it does increase the movement of the character by +1 and the speed by +10.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
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.
Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2.
Lewa Air Shields: These shields offer 100 defense, and are improved by the air and shield skill and items boosts. These shields do not defend against lightning type damage, but they do defend against psychic and magic.
Rahkshi Shadow Shields: Shields crafted by the dark father of the Rahkshi. They are perhaps the most devious and terrible shadow shields in the world, and they are built directly into the Rahkshi's Bio-armor. These shields offer 100 defense, and are improved by the dark and shield skill and items boosts. These shields do not defend against light type damage, but they do defend against psychic and magic.
Enhanced Elite Energy Shields: These shields offer 100 defense, and are improved by the energy and shield skill and items boosts.
Enhanced Elite Air Shields: These shields offer 100 defense, and are improved by the air and shield skill and items boosts.
Enhanced Elite Dark Shields: These shields offer 100 defense, and are improved by the dark and shield skill and items boosts.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Flash Bomb: This item may be used once every (one) 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.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
4-Pom of Power (Air): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
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.
12-Bomb Badges+Explosion Plate
12-Air Gems+Air Plate
12-Energy Gems+Energy Plate
24-Night Sapphires
Abilities:
One For All-Full Cowling: Signature ability. Deku make use this ability to increase his speed and skill by 20 constantly throughout battle. This will also boost his total damage by 20%. He may increse this, adding anywhere from 20-99 speed/skill and 20-99% extra damage. However, for every turn he spends having gone over 20%, he will take that amount of %damage at the start of the next turn. He will choose his cowling at the start of each turn. As an example: Spending a single turn at 99% will cause him to lose 99% of his HP at the start of the next turn. This damage may kill this character, and ignores Steadfast. This ability cannot be removed by strategist. Auto-damage taken from Overcowling cannot be healed for the rest of the battle. There is one exception, but it has not yet been found. Costs: 10 pg
Gear Shift: This Quirk allows Izuku to change the speed of any target he touches, including himself. This allows him to greatly accelerate his own speed and/or the velocity of his target, and enhance the impact force of his own strikes. Once (twice) a battle he may buff his own or an ally’s speed by 40 and physical damage by 100%. Doing this to himself does not take his action for that turn. Buffing an ally takes Deku's action, and the ally must be adjacent. Buffing himself does not take his turn. This Gear Shift is considered a Form Shift. Or he may touch a foe (which requires him to spend his engagement and has a -15 hit) and reduce their speed by 40 and their physical damage by 50%. This buff or debuff lasts one turn (and cannot be extended). Costs: 8 pg
Fa Jin: Each space Deku moves stores a buff to his speed by 1 and his damage by 1% until he chooses to spend this stored buff in an engagement. He will have the buff applied for the entire engagement. Costs: 4 pg
Whip Cord Bind: Instead of attacking with their whip, this character may use his cord to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind more quickly. This bind may hold a foe in place for up to three turns. This ability may only be used once every four (other) turns. This ability does calculate accuracy. Costs: Whip Disarm and 4 pg
Whip Disarm: This character uses a long whip. This whip may be used to steal the weapons of foes. This must be done instead of attacking. 1-2 range. Whether the weapon is stolen will be determined by a roll. Both the whip user and the character will roll and then add their current skill to the roll. Whoever rolls higher will win the engagement. If the whip user wins, the weapon will be pulled to their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them, but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain adds 30 to the roll of the foe. If the foe's weapon is a signature weapon, they will add 30 to their roll. If the foe has inhuman strength, they will add 30 to their roll. If either character is a larger size class, they will add 30 to their roll. This ability does calculate accuracy Costs: 5 pg
Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four (other) turns. Costs: 5 pg
Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
Float: This character may take one turn to give themselves levitating movement. They may also immediately decide to levitate if they are already landing from the air (such as from swinging or falling or flying). Costs: 1 pg
Gatling Fists: This ability may be activated instead of using a regular attack. This ability will double the number of times the character strikes with their martial attacks. It may stack with Rapid Fists, but it will double the debuff given by that ability. This ability may be used once every (other) other turn. Costs: 5 pg
Concussive Punch: This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 400 might. They are improved by super-human strength. This ability cannot be removed by strategist. Costs: 7 pg
Sixth Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item-based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 (5) to their total movement, add +20 (30) to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 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
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Taught by Koro Sensei. Costs 5 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)
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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) New Hamshire Smash: +3 move. A rare form of super jump, this character uses an explosion of air to launch themselves skyward. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small air burst around their feet. This will strike all enemies adjacent to them regardless of avoid, and ignores defense. This small air blast will not be counter-attacked. Base 20 air type damage. Costs: 5 pg
(TBA) Brutal Beat Down (II): If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefiled. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is actiavted so long as this character moves within the foes range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. At second tier, if a foe is blasted into a structure or another character, that character or object will take 50% of the damage of the attack that triggered blast back as indirect damage. At second tier, this ability may trigger "Chase Down" against the foe. Costs: 8 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Fog Bomb: This character may take a turn to unleash a wall of fog. This pal of mist will cover all tiles within two range. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops bellow the half line. Costs: 3
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. This attack may only strike once. Costs 2 pg
(TBA) Quick-Study: This character will earn double skill points from battles. Costs: 1 pg
(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Texas Smash: This character may strike a single foe with a powerful punch. This punch will deal air damage alongside their martial attack. It will also ignore 50% of the enemy defense. The shockwave created by this punch will blow the character and any other enemies standing within three range of All Might two spaces away. If they fall into harzardous terrain, they will take the damage and negaive statuses immediately. Base 300 martial/air type damage. This attack may be used every other turn. Costs: 4 pg
(TBA) Weaponized Body (II): If this unit uses only pure martial/claw/body type attacks, then it will double the total damage output. Costs: 4 pg
(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
(TBA) Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg
(TBA) Plead: This character may select a foe within 3 range and plead with them to stop fighting. This does not impact all characters. Most characters will suffer a 25% attack debuff for 3 turns, but deeply nobel or empathetic characters, or characters who are emotionally close to the pleading character, may suffer a 50% attack reduction. 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 the character to sleep. Costs 4 pg
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
(TBA) Brutal Beat Down: If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefiled. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is actiavted so long as this character moves within the foes range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. Costs: 4 pg
Character Type: Martial, Destructive, Speed
Weakness: Weak to explosion damage. Resists martial and pain statuses.
(Weak: explosion.
Immune: Light, Psychic.
Innate Resist: martial.
Resist: energy, air, blade, saw, whip, bludgeon, magic, dark, fire, lightning, pierce.)
Caps:
HP: Small
Attack: 400
Defense: 200
Speed: 135
Skill: 135
Move: 8
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