Friday, April 30, 2021

White Vision







White Vision: Level 80
HP: 540,000 (1,080,000) (2,160,000) (3,240,000 Centaur Heart and Soul)
Attack: 10,700
5GM Martial: 1000
5GM Energy: 1000
5GM Light: 1000
5GM Psychic: 1000
5GM Throw: 1000
Vision Beam: 500 (1500) (12,200) (13,200) (14,200) (15,200) (106,400) (212,800) (319,200) (638,400)
Vision Vibranium Fists: 2000 (12,700) (13,700) (41,100) (123,300) (246,600) (493,200) (986,400)
Throwing Attack: 10700 (11,700) (35,100) (105,300) (210,600)
Defense: 10,400
5GM Armor: 1000
Vision Vibranium Casing: 2400 (12,800) (13,800)
Vision Cape: 600 (14,400) (28,800)
5GM Shield: 1000
Elite Psychic Shield: 50 (1050) (2050) (14100) (28,200) (56,400) (70,800)
Elite Light Shield: 50 (1050) (2050) (14100) (28,200) (99,000)
Elite Energy Shield: 50 (1050) (2050) (14100) (28,200) (127,200)
Mergo's Wet Nurse Feather Pendant: 100 (1100) (7700) (15400) (30,800) (158,000)
Blessed Great Serpent Scale: 100 (1100) (7700) (15,400) (173,400)
Godzillascale Pendant: 100 (1100) (7700) (15,400) (188,800) 
Psychicscale Pendant: 20 (1020) (7140) (14280) (28,560) (217,360)
Lightscale Pendant: 20 (1020) (7140) (14,280) (231,460)
Energyscale Pendant: 20 (1020) (7140) (14,280) (245,920) (491,840) (983,680)
Speed: 275 (285)
Skill: 330 (370)
Move: 11 (13) (14 boots)


Items:

4-Mako Cells

The Vision Stone++: A stone placed in the skull of The Vision. Nearly impossible to steal. This stone buffs the base might of "Vision Beam" by 500 (1000) and allows the attack to be fired at an angle, not just in a straight line.

Vision Vibranium Fists++: -15 speed. Heavy fists that would normally drastically slow the fighter using them. Boost the martial attacks of this character by 1000 (2000).

Vision Vibranium Casing++: This armor cannot be stolen. This grants immunity to bullet, martial, and bludgeon type damage. This also grants + 2 movement to this character. Base: 1200 (2400) defense.

Vsion's Cape++: A golden cape. This incredible object grants extreme resistance to piece, water, ice, and air. Grants 300 (600) defense. 

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%.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

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.

Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.

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.

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. 

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 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. 

Vile Thought: All psychic attacks by this character cannot be consumed. All psychic attacks by this character will harm enemies and allies.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free. This item is incredibly difficult to steal. 

Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

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.

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. 

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. 

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.

4-Pom of Power (Psychic): 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.

4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).

12- Energy Gems

12- Twisted Spoon

24- Day Pearls

Abilities:

Vision Beam: Signature ability. 1-5 range in a straight line. This attack launches a powerful beam of energy. This potent beam ignores 75% of the defense of the foe, making it incredibly leathal. The attack has base 500 Psychic/Energy/Light type damage. This ability cannot be removed by strategist. This attack may be used both as an attack and a counter. Using this attack will not remove body proficiency boosts. Costs: 5 pg

Devastating Vision Beam: Once every three turns, this character may fire a blinding laser beam that cuts across the battlefield. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. The power of this attack will be 2x the power of the regular Vision Beam. This attack will only strike once. Costs: 5 pg

Density Shift: Signature Ability. Vision may change his density. He may choose his density at the start of each turn. He may choose to be either intangible or super-heavy. As intangible, he will be completely immune to all physical damage. His physical attacks will also pass through all armor and barriers. As super heavy, he will double his total defense, double his physical attack damage, and will deal tremendous amounts of damage to the shields and armor of foes. He will also be completely impossible for foes to move on the map. This ability cannot be removed by strategist. Costs: 15 pg

Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. 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

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

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. 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

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

Hack Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 per M level energy, +3 per GM) (22%) percent chance to hack into the opponent if they are robotic and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The control will only be lifted when either the hacked character or the character that performed the hack shackle are defeated. Organic characters are immune to hack shackle. Costs: 5 pg 

Autorepair: This piece of technology is so advanced, it can automatically repair damage. This will cause it to heal 20% of its total HP at the start of its turn. EMP completely shuts down this ability. Costs: 5 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

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Speed Boost: If this unit travels in a straight line, it may increase its movement by 50%. 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 (Miracle Scale)

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 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

Character Type: Android, Martial, Destructive, Psychic

Weakness: Extreme weakness to spear damage. Immune to mind control. Immune to pain. Resists fear. Immune to bleed, poison, disease, and radiation statuses. Resists Energy, and extremely resists body and psychic. This character quickly recovers from EMP and hacking, but he is not immune to either. 

Caps:
HP: Small
Attack: 800
Defense: 500
Speed: 125
Skill: 180
Move: 10

No comments:

Post a Comment