Saturday, September 4, 2021

Anri



Node Raven Anri: Level 45 (2 Update)
HP: 32,400 (42,120 Seraph Robe)
Attack: 90
5M Sword: 80
5M Dark: 80
3M Poison: 60
4M Energy: 70
5M Wing: 80
4M Marksman: 70
4M Explosion: 70
Anti-Scalecloak Exploding Rounds: 500 (590) (660) (730) (4,015) (5,019)
Radium Wing Blades: 450 (540) (630) (710) (770) (840) (920) (4,600) (9,200) (13,800) (17,250)
Radium Wing Blades: 450 (540) (630) (710) (770) (840) (920) (4,600) (9,200) (13,800) (27,600)(34,500)
Defense: 90
5M Armor: 80
Adavnced Node Raven Armor: 200 (290) (370)
Speed: 122 (-5) (+15 (30) avoid at night) (+50 (100) avoid)
Skill: 122 (+20) (-5)
Move: 5 (8)


Items:

Advanced Radium Blade Wing Pack: An advanced version of the ability unlocked item of the same name. This weapon boasts 300 (450 at Master) might. See the ability for other properties. These blades/wings will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a soley blade type attack).

Advanced Node Raven Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. This armor can easily survive low-oxygen environments, including brief missions into space due to the air-sealed, beak-like mask. Base: 200 defense.

2-Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 range.

8-Anti-Scalecloak Exploding Rounds: If a foe has been inflicted with radiation poisoning, the total might of these bullets will be tripled. They are specially designed to end the life of rapidly regenerating characters. These bullets deal huge damage to shields and barriers. Base 500 explosion/bullet type damage.

8-Energy Gems

16-Poison Blooms

16-Night Sapphire

8-Bomb Badge

Golden Casing

Abilities:

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Dual Gunner: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Marksman level.

Dragon killer (III): When attacking a unit who is a dragon type unit, this unit will add 30% (60%) (120%) to their damage output. Costs: 8 pg

Radium Blade Wing Pack:  The weapon of a Node Raven. This jumper-pack temporarily launches the wearer into the air and grants gliding movement. This will add 3 to the movement of the character and will allow them to dismount vehicles or mounts without using a turn. Each wing has built-in radium blades designed to give a foe radiation poisoning. Every strike with this blade has a 20% chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The Wing pack may be modified to increase its strength, but starts as a 100 base might blade/wing/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 7 pg

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg

(TBA) Scalecloak Breaker (II): If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 (80) hit and +40 (80) avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 10 pg

(TBA) Chase Down (II): If a foe moves away from this unit, this unit will gain +35 skill against that foe on its next turn as well as a 50% damage boost. Costs: 4 pg

(TBA) 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


Character Type: Melee, Strategist, Assassin, Stealth

Weakness: Explosion and air weakness. Resist psychic type damage. Resist fear abilities. 


Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 135
Skill: 135
Move: 6


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