Okay!: Level 83
HP: 576,000 (1,152,000 Draught of Life+1UP) (2,304,000) (4,608,000) (6,912,000 Heart and Soul)
Attack: 16,200
OMEGA Club: 2000
5GM Whip: 1000
5GM Psychic: 1000
5GM Fire: 1000
5GM Energy: 1000
5GM Ice: 1000
5GM Light: 1000
5GM Sonic: 1000
5GM Explosion: 1000
5GM Throw: 1000
Ness' Home Run Bat: 3000 (19,200) (21,200) (42,400) (84,800) (254,400)(1,272,000)(1,908,000)
Ness' Super Yo-Yo: 1200 (17,400) (18,400) (36,800) (73,600) (220,800)(1,104,000)
PK Fire: 100 (900) (17,100) (18,100) (19,100) (133,700) (276,400) (534,800) (802,200)
PK Freeze: 300 (16,500) (17,500) (18,500) (129,500) (259,000) (518,000) (777,000)
PK Thunder: 300 (16,500) (17,500) (18,500) (129,500) (259,000) (518,000) (777,000)
PK Pulse: 300 (16,500) (17,500) (18,500) (129,500) (259,000) (518,000) (777,000)
PK Starstorm: 500 (16,500) (17,500) (18,500) (19,500) (136,500) (273,000) (409,500) (819,000) (1,228,500)
PK Rockin: 500 (16,500) (17,500) (18,500) (129,500) (259,000) (518,000) (777,000)
Psychic Throw: 16,200 (17,200) (18,200) (127,400) (254,800) (382,200)
Defense: 16,000
2GM Armor: 400
Ness' Outfit: 1000 (17,000) (17,400)
5GM Shield: 1000
Ness' Outfit Shield: 100 (1100) (2,100) (3100) (21,700) (43,400) (86,800) (173,600) (191,000)
Mergo's Feather Pendant: 100 (1,100) (7,700) (15,400) (30,800) (221,800)
Psychicscale Pendant: 20 (1,020) (7,140) (14,280) (28,540) (250,340)
Smaugscale Pendant: 100 (1,100) (7,700) (15,400) (265,740)
Godzillascale Pendant: 100 (1,100) (7,700) (15,400) (281,140)
Bonechillscale Pendant: 100 (1,100) (7,700) (15,400) (296,540)
Greatserpentscale Pendant: 100 (1,100) (7,700) (15,400) (311,940)
Radio Dial Pendant: 100 (1,100) (7,700) (14,280) (327,340)
Flamescale Pendant: 20 (1,020) (7,140) (14,280) (341,620)
Energyscale Pendant: 20 (1,020) (7,140) (14,280) (355,900)
Icescale Pendant: 20 (1,020) (7,140) (14,280) (370,180)
Sonicscale Pendant: 20 (1,020) (7,140) (14,280) (384,460)
Speed: 310 (315) (330)
Skill: 320 (335)
Move: 12 (Teleportation, 8 running)
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 dopped at death.
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.
Hollow Gemnode Gem-Nightmare Free Heart: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen.This item will double the health of this character and grants the holder immunity to psychic statuses. This legendary item was created when Ness defeated all evil within his heart.
Ness' Home Run Bat+++: Ness' signature weapon. This simple looking bat is actually an incredible weapon. It may only strike a foe once. However, after striking a foe, it will blast them back four spaces. If they move into a space that has another foe in it, that foe will take half of the bat strike damage as indirect damage. If this weapon is equipped, then any ranged, semi-solid attacks launched at the holder of the bat may be batted back at the foe. This reflect has a 50% chance to trigger. And it will cause the projectile to double its damage. The projectile may be directed at any foe within three range, not just the foe who shoots it. This bat will triple the damage of Critical hits when it is the weapon used. Base: 1000 (3000) bludgeon type damage.
Ness' Super Yo-Yo+++: A unusual weapon. This weapon, due to being so small and compact, may be used with Dual Weild while not removing "Two Handed Stance". This allows both abilities to be used simultaneously. This weapon has 1-2 range and boasts 400 (1200) base whip type damage. Unlike most weapons, this whip actually deals moderately high wear.
Ness' Outfit: A simple looking outfit. No other armor may be warn with this outfit. +15 speed and skill. This outfit also grants a powerful psychic shield that boasts 100 base defense and is boosted by both psychic, energy, and shield skill levels and item boosts. Base: 1000 defense. This outfit is surprisingly sturdy. Only a child with psychic power may wear this outfit.
Meteotite: A rare item that fell from space. Buffs PSI attacks by 50%. This item rarely drops.
2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
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.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
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.
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.
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.
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.
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.
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.
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.
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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. 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.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Accute Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses.
Vile Thought: All psychic attacks by this character will harm allies and foes alike. All psychic Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
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 defeated.
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.
Heavy Stone and Bludgeon Plate
Pure Stone
Twisted Stone and Whip Plate
12-Fire Gems
12-Twisted Spoons
12-Ice Gems
12-Explosion Badges
6-Sound Stones
12-Energy Gems
24-Day Pearls
Abilities:
PK Fire: This character uses psychic eenergy to cast a powerful flame attack. This attack will immediately catch the tile on fire beneath the foe. This attack has a 50% (60%) chance to burn the enemy. This attack may be used to counter. 1-2 range. Base 100 fire/psychic type might. Costs: 4 pg
PK Freeze: This character uses psychic energy to create a powerful orb of ice that launches towards the foe. This attack has a 30% (40%) chance to freeze the foe. Unlike most freezinng statuses, this attack can only cause a character to miss one turn. However, they will only have a 10% to thaw. This attack may only strike once. 1-3 range. Base 300 ice/psychic type might. Costs: 4 pg
PK Thunder: Once every three (Two) turns this character may launch an orb of lightning. The orb will travel up to five squares, but it does not have to move in a straight line. The orb may move back and forth through a single foe multiple times. This attack has a very small chance to flinch the foe (10%) from pain. All foes will calculate avoid, defense, and counters separately. Base 300 lightning/psychic damage. Costs: 5 pg
PK Pulse: This character uses psychic energy to create a powerful orb of light that launches towards the foe. This attack has a 30% chance to stun the foe. This attack may only strike once. 1-3 range. This attack will also strike all adjacent tiles to the targetted tile. Base 300 light/psychic damage. Costs: 4 pg
PK Freeze: This character uses psychic energy to create a powerful orb of ice that launches towards the foe. This attack has a 30% (40%) chance to freeze the foe. Unlike most freezinng statuses, this attack can only cause a character to miss one turn. However, they will only have a 10% to thaw. This attack may only strike once. 1-3 range. Base 300 ice/psychic type might. Costs: 4 pg
PK Thunder: Once every three (Two) turns this character may launch an orb of lightning. The orb will travel up to five squares, but it does not have to move in a straight line. The orb may move back and forth through a single foe multiple times. This attack has a very small chance to flinch the foe (10%) from pain. All foes will calculate avoid, defense, and counters separately. Base 300 lightning/psychic damage. Costs: 5 pg
PK Pulse: This character uses psychic energy to create a powerful orb of light that launches towards the foe. This attack has a 30% chance to stun the foe. This attack may only strike once. 1-3 range. This attack will also strike all adjacent tiles to the targetted tile. Base 300 light/psychic damage. Costs: 4 pg
PK Starmstorm: +40 hit. This character unleashes a devastating bombardment of meteors upon the surrounding area. This attack strikes all squares within five range. This attack may only be used once (Twice) per battle. After using this attack, the character will suffer a 50% reduction in the total damage of all element-based attacks. This stat loss will last for four turns. Enemies may counter this attack. This attack deals heavy shield and armor wear. It has a base 500 energy/psychic/explosion type damage. This attack deals double damage to wingless/jetless flying characters. Cost: 5 pg
PK Rockin: Ness Signature ability. Once (Twice) a battle Ness may unlease a 10 range AoE. This AoE, when used, calculates all ally boosts as being doubled. This attack deals Sonic/Psychic type damage and boasts 500 base might. It is an AoE and as such cannot be dodged. Costs: 6 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. (5x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
PSI Points: Earthbound exclusive ability. This character will start a battle with 50 PSI. This character may use 10 PSI to improve the damage of PK abilities by 50%. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. This ability cannot be removed by strategist. Costs: 3 pg
Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Costs 10 pg
SMAAAAAAAAAAAAAASH: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 20% chance to deal 3x damage. Unlike other Crits, this will ignore Dragonscale Rings and abilities like "Clever Fighter". Costs: 6 pg
Critical Hit: Once (Twice) every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg
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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
PK Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -10 speed for the rest of the turn. The throw damage is calculated by adding this character's psychic and throw skill damages together. This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Costs: 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. This ability may be used once every other turn (every turn). Costs: 6 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. This ability may be used once every other turn (every turn). Costs: 6 pg
Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. 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)
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
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
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
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: Psychic, Melee
Weakness: This character is twice as likely to be given the petrification or the crying status. Extremely resists psychic damage. Resists fear.
Caps:
HP: Low
Attack: 300
Defense: 100
Speed: 145
Skill: 155
Move: 7
No comments:
Post a Comment