First Children: Level 49
HP: 102,600
Attack: 686
1 Martial: 5
1 Bite: 5
1 Marksman: 5
1 Knife: 5
1 Spear: 5
1 Energy: 5
1 Psychic: 5
1 Explosion: 5
1 Sonic: 5
Martial Attacks: 686 (691) (2,073)
Heavy Ray Cannon (1-6 range): 800 (1486) (1491) (7455) (22,365)
Defense: 686
1 Armor: 5
1 Shield: 5
Plug Suit: 5 (691) (696)
A.T. Field: 200 (205) (210) (215) (860) (1,935) (2,631) (7,893)
Speed: 127 (117) (-50 avoid)
Skill: 152
Heavy Ray Cannon: -10 speed. A super hot laser that ignores 50% of the defense of a foe. This attack deals pure energy damage and may only strike once. It boasts 1-4 range and 800 base might.
8 - Energy Gems
6 - Nightmare Wheels
Abilities:
Evangelion Unit-00 Deployment: This character may take a turn to deploy Evangelion Unit-00 on a map from a space they are standing. This will anchor the Eva to that space with a 30-space-long Umbilical Cable. Once overextending that range, the Eva may only take one more turn. This cord is hard to destroy, but can be targeted by real damage blows, or the base of the cord can be targeted by an EMP.
While in the Eva, the character changes to be the Titanic size class (Including -50 avoid), all damage is multiplied by 3x, and will add 3 to their movement, but they cannot use proficiency. Weapons must be single element+melee or Pure damage. Evangelion Unit-00 does not come pre-made with any weapons, but is capable of using many different kinds as long as they are no more than single element. Due to the precise nature of the pilot, this EVA gains +1 range to all ranged weapons or thrown weapons. This ability cannot be removed by strategist. Cost: 6 pg
A.T. Field: A 200 base might Psychic/Energy shield (improved by shield skill). Can block attacks that ignore defense (Whips, Psychic, Magic, Crits, Luna, etc.). This field may be used to disrupt barriers of adjacent foes, turning them all off if this character is adjacent to them. This will not turn off scale pendants, but all other forms of barriers will be removed. This shield may drop due to emotional duress. However, this shield may also be boosted by emotional support (recieving defense boosts equal to the attack boosts of abilities like Inspiration and War Song). Costs: 5 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
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 double the damage of normal attacks from any ranged weapon used by the character. Costs: 5 pg
Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 2 pg
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
Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 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
Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 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
Evangelion Regeneration: Eva exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg
(TBA) 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
(TBA) Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
(TBA) Weaponized Body: If this unit uses only pure martial type attacks, then it will increase the total damage output by 100%. Costs: 4 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) 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. (5x) Costs: 4 pg
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg
(TBA) Absorb: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 8 pg
(TBA) Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg
(TBA) Take the Hit (II): Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. This ability has a 75% chance to activate. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 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) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Character Type: EVA-Cyborge, Alien, Marksman, Martial, Melee, Destructive, Monster, World Ender
Weaknesses: If this character is outside the EVA, HP, Attack, Defense, Speed, and Skill will all be reduced by 90%. Resists all emotion altering statuses. Wild weakness to whip and absorb. Extremely resists body damage from all units smaller than the EVA.
Caps:
HP: Titanic
Attack: 700
Defense: 700
Speed: 130
Skill: 155
Move: 6
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