Mass Produced EVA: Level 81
HP: 1,200,000 (2,400,000) (4,800,000) (7,200,000 Heart and Soul)
Attack: 12,000
5GM Sword: 1000
5GM Spear: 1000
5GM Psychic: 1000
5GM Energy: 1000
5GM Sonic: 1000
5GM Throw: 1000
5GM Bite: 1000
5GM Martial: 1000
5M Air: 80
False Spear of Longinus: 2000 (14,000) (15,000) (16,000) (120,000) (240,000) (720,000)(1,080,000)(1,350,000)
Fale Spear of Longinus Thrown: 2000 (14,000) (15,000) (16,000) (18,000) (135,000) (270,000) (810,000)(1,012,500)
Martial Attack: 1000 (13,000) (39,000) (117,000) (146,250)
Bite Attack: 1000 (13,000) (14,000) (28,000) (84,000) (252,000) (504,000) (630,000)
Defense: 12,000 (24,000)
5GM Armor: 1000
Mass Production EVA Armor: 1000 (25000) (26000) (52,000)
5GM Shield: 1000
AT Field: 200 (1200) (2200) (3,200) (24,000) (48,000) (96,000) (192,000) (218,000)
AT Field: 200 (1200) (2200) (3,200) (24,000) (48,000) (96,000) (192,000) (410,000)
Advanced Elite Sonic Shields: 100 (1100) (2100) (15,750) (31,500) (63,000) (473,000)
Advanced Elite Energy Shields: 100 (1100) (2100) (15,750) (31,500) (63,000) (536,000)
Advanced Elite Psychic Shields: 100 (1100) (2100) (15,750) (31,500) (63,000) (599,000)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (629,600)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (660,200)
Psychicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (690,800) (1,381,600)
Speed: 285 (290) (295)
Skill: 300 (310)(+20) (+30 hit)
Move: 7 (10-13 (14))
Items:
Angel's Core: This item is linked directly to the existence of the Angel. As such it cannot be stolen or lost. This item will double the HP of the Angel.
4-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.
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.
False Spear Of Longinus++: A replica of a Legendary Weapon, capable of slaying even the angels themselves. This weapon completely ignores all barriers. If a character has replicas or is operating on the map through summoned, mind-controlled, or remote-controlled units (like a mech), the piloting foe will take the full damage of any strikes this weapon lands on the object of their control. In spear form, this weapon may be thrown up to 5 range (with the ability Weapon Throw), even when countering. This weapon may also be turned into a twin-sided blade. This blade will strike twice as many times when countering. Base: 1000 (2000) pierce (or blade)/sonic type damage.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Mass Production Eva Armor: A massive set of white armor grafted onto an Eva. This absurdly large armor set grants extreme resistance to bullet, bludgeon, blade, whip, pierce, explosion, fire, and light-type damage. This armor grants 1000 defense.
Angelic Forged Eye: An eye forged into an angel. +30 hit. Blinding abilities completely remove this buff.
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.
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.
Enhanced Eva Jaws and Fists: These jaws add 1000 base might to all biting or martial attacks of the EVA they are equipped on. These items remove debuffs from using Rapid Fists or Jaws of Death
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of 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.
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
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.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
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.
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.
Line of Angelic Protection: This rare object will double the number of AT fields on any angel or EVA that holds it.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
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.
4-Pom of Power (Sonic, Psychic, Energy)
12- Energy Gems+Energy Plate
12- Twisted Spoon+Psychic Plate
12- Sonic Amplifier+Sonic Plate
Jaw Stone+Jaw Plate
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Abilities:
Evangelion Mass Deployment: As an Eva, the characteris a 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. The mass produced EVAs are equipped with wings. If they wish to fly, they will add another 3 to their movement. Cost: 6 pg
Horrific Onslaught (II): The Mass Produced EVAs are unnerving and cruel. For each additional time a foe is engaged with by an EVA in a single turn, the foe will take 50% more total damage (maxing at 400%) when attacked by another EVA. This damage buffing will reset after one phase. Thankfully, mob only counts as a single engagement. At the second tier, these EVA will not be able to be vantage hit, and all EVAs that attack after the first will not be able to be countered. The Fear abilities of these EVA will stack. The Costs: 12 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
Weapon Throw (III): The unit may throw their held weapon at a foe. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 4 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
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear-status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 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
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 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 -10 skill.
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
Eyes: 1 Turn of Blindness -10 skill.
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
Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg
Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
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
Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
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) Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) of the time. This ability only activates on physical attacks. Costs 3 pg
Character Type: EVA-Cyborge, Alien, Monster, Melee, Destructive
Weakness: Weak to psychic damage. Extremely resists body damage from all units smaller than the EVA.
Caps:
HP: Titanic
Attack: 700
Defense: 700
Speed: 130
Skill: 145
Move: 6
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