Wednesday, November 3, 2021

Superman






Clark Kent: Level 67
HP: 294,000 (588,000) (882,000 Heart And Soul) (1,058,400)
Attack: 2700
3GM Martial: 600
2GM Fire: 400
2GM Light: 400
2GM Ice: 400
2GM Explosion: 400
2GM Energy: 400
2GM Air: 400
2GM Throw: 400
Martial Attack: 2700 (3300) (6.600)
Concussive Punch: 400 (3100) (3700) (4100) (4500) (31,500) (63,000) (126,000) (163,800)
Heat Vision: 100 (2800) (3200) (3600) (4000) (28,000) (56,000) (84,000) (168,000)
Kryptonian Burst: 100 (2800) (3200) (3600) (4000) (4400) (30,800) (61,600) (92,400) (123,200) (246,400)
Cutting Ice Torrential Breath: 300 (3000) (3400) (3800) (26,600) (53,200)
Defense: 2700
3GM Armor: 600
Mark K-Armor: 500 (3200) (3800) (7,600)
3GM Shield: 600
Enhanced Elite Light Shield: 100 (500) (1100) (7700) (15,400) (30,800) (34,600)
Stark Shields: 200 (800) (1200) (8,400) (16,800) (52,400)
Enhanced Elite Ice Shields: 100 (700) (1100) (7700) (15,400) (66,800)
Kopaka Ice Shields: 100 (700) (1100) (7700) (15,400) (82,200)
Enhanced Elite Fire Shields: 100 (700) (1100) (7700) (15,400) (97,600)
Tahu Flame Shields: 100 (700) (1100) (7700) (15,400) (113,000)
Enhanced Elite Energy Shield: 100 (700) (1100) (7700) (15,400) (128,400)
Enhanced Elite Air Shields: 100 (700) (1100) (7700) (15,400) (143,800)
Lewa Air Shields: 100 (700) (1100) (7700) (15,400) (159,200)
Lightscale Pendant: 20 (420) (2,940) (5880) (11,760) (170,960)
Icescale Pendant: 20 (420) (2,940) (5880) (176,840)
Flamescale Pendant: 20 (420) (2,940) (5880) (182,720)
Energyscale Pendant: 20 (420) (2,940) (5880) (188,600)
Windscale Pendant: 20 (420) (2,940) (5880) (194,480) (388,960)
Speed: 215 (225) (235) (+25 avoid)
Skill: 235 (275)
Move: 9 (10) (12)


Items:

Live Serpent Viscera

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.

Rune Arc

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.

Concussive Martial Arm Wrappings: These arm wraps cannot be stacked with other martial weapons. They will boost the damage of Concussive Punch by 30%. 

Mark K-Armor: +10 speed. A suit designed by Tony Stark for Superman. The suit is extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. This armor grants resistance to absorb, energy, ice, psychic. The suit boasts 500 base defense and also comes equipped with energy shields that offer 200 base defense when being attacked and are boosted by energy and shield skills and item boosts. This armor grants +2 flying movement.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This 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.

4-Poms of Power (Light)

12-Bomb Badges

12-Fire Gems

12-Energy Gems

24-Day Pearls

12-Air Gems

12-Ice Gems

Abilities:

Kryptonian Burst: Signature ability. Once per battle, Superman may take a turn to charge. If it is a dark map, this attack will deal half damage. If it is a sunlit map, this attack will deal 50% more damage. After charging for a turn, Superman may move and then unleash a 10 range AoE. This AoE deals Energy/Light/Explosion/Fire/Sunlight type damage. As an AoE, this attack cannot be dodged and boasts an additional +40 hit. Base 100 might. Costs: 6 pg

Heat Vision: This character may fire incredibly powerful beams of power from their eyes. These beams boast 4 range and 100 base energy/fire/light type damage. This ability may be used to attack or counter, but this ability is unable to be used if the character using them is blinded. This attack may be used to counter. Costs: 6 pg

Devastating Eye Beams: This character may use this ability once every three turns. It will double the range of its Heat Vision attacks but only strikes once and in a straight line. However, it will strike all foes in that straight line. Each foe must dodge and counter separately. Costs: 5 pg

Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% chance of inflicting a bleeding status on an enemy. It also has a 20% chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg

Cutting Ice Torrential Breath: This attack may be used in tandem with Cutting ice breath. This will cause Cutting ice breath to strike every time this attack strikes. The number of times this attack will strike is based on speed, much like a regular attack. This blast of freezing air boasts 1-3 range and 300 base ice/air type might. Costs: 4 pg

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. This attack may only strike once. Costs 2 pg

Concussive Punch: This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 400 might. They are improved by super-human strength. This ability cannot be removed by strategist. Costs: 7 pg

Blast Back: If this unit is using a fire, energy, or explosion-type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 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

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

Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 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

Invincible: This character can take unbelievable attacks without taking a scratch. This ability cannot be used in tandem with autohealing abilities. This ability will double the total defense of the character. However, this buff will not be calculated if they are attacked by an attack/damage type that they are innately weak to. Costs: 5 pg

Noble Heart: This character's heart is good and true. They cannot gain sadism buffs or buffs from killing foes. This character's morality gives them clarity in a dark world. +5 speed/skill.

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

(TBA) Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

(TBA) Solar Charge: This character uses sunlight to charge his power. This ability grants immunity to Sunlight-type damage, and each time a Sunlight-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a Sunlight attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. If this character is in space, they will also charge their damage by 10% at the start of each turn from the sunlight. Costs: 5 pg

(TBA) Consume Sunlight: This character will heal the same amount of damage it would normally take from sunlight attacks. Unlike most consuming abilities, this ability will heal the character regardless of additional damage types included in the attack. Vile items still overpower this ability. Costs: 5 pg

(TBA) Brutal Beat Down: If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefield. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is activated so long as this character moves within the foes range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. Costs: 4 pg

(TBA) Brutal Beat Down (II): If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefield. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is activated so long as this character moves within the foe's range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. At second tier, if a foe is blasted into a structure or another character, that character or object will take 50% of the damage of the attack that triggered blast back as indirect damage. At second tier, this ability may trigger "Chase Down" against the foe. Costs: 8 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

(TBA) 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

(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percent hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg

(TBA) Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual-wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

(TBA) For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

(TBA) Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% 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: 4 pg

(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

(TBA) 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

(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

(TBA) 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

(TBA) 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 

(TBA) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 pg

Character Type: Martial, Destructive

Weakness: Radiation damage. Extreme weakness to Kryptonite. Extremely resists martial and earth-type damage.

Caps:
HP: High
Attack: 500
Defense: 500
Speed: 130
Skill: 140
Move 9

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