Norman Osborn: Level 80
HP: 540,000 (1,080,000 Draught of Life+1UP) (2,160,000) (3,240,000 Heart and Soul) (4,050,000) (4,860,000) (9,720,000)
Attack: 10,300
5GM Martial: 1000
5GM Knife: 1000
5GM Marksman: 1000
5GM Explosion: 1000
5GM Energy: 1000
5GM Poison: 1000
5GM Throw: 1000
Goblin Arm Blades: 1200 (11,500) (12,500) (25,000) (50,000) (150,000) (750,000)
Goblin Gauntlests: 1500 (11,800) (12,800) (20,480) (40,960) (122,880) (368,640) (737,280)
Stunning Gauntlet Bolts: 200 (1700) (12,000) (13,000) (97,500) (195,000) (584,000)
Pumpkin Bat Blades (Thrown): 800 (11,100) (12,100) (13,100) (26,200) (52,400) (157,200) (786,000) (1,179,000)
Flying Grab: 1500 (11,800) (12,800) (38,400) (115,200) (149,760)
Pumpkin Bombs: 2000 (12,300) (13,300) (99,750) (199,500) (598,500)
Goblin Glider Machine Guns: 1200 (11,500) (12,500) (25,000) (50,000) (150,000) (750,000)
Defense: 10,300 (20,600)
5GM Armor: 1000
Mithril Tactical Mesh: 1600 (2,600) (23,200)
Oscorp Tactical Armor: 1000 (24,200)
Green Goblin Ragged Hood: 600 (24,800) (49,600)
5GM Shield: 1000
Oscorp Toxic Shields: 400 (1400) (2,400) (20,400) (40,800) (81,600) (106,400)
Oscorp Toxic Shields: 400 (1400) (2,400) (20,400) (40,800) (81,600) (188,000)
Elite Poison Shields: 100 (1100) (2100) (17,850) (35,700) (71,400) (259,400)
Elite Poison Shields: 100 (1100) (2100) (17,850) (35,700) (71,400) (330,800)
Elite Energy Shields: 100 (1100) (2100) (15,750) (31,500) (63,000) (393,800)
Elite Energy Shields: 100 (1100) (2100) (15,750) (31,500) (63,000) (456,800)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (491,480)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (526,160)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (556,760)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (587,360) (1,174,720)
Speed: 290 (335)
Skill: 290 (330)
Move: 8 (9) (14)
Items:
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
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.
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.
1-Dose of Goblin Gas: Taken before battle, this will grant the user double HP. However, this is very poisonous and can permanently damage the mind of the user.
2-Goblin Arm Blades+++ (Lethal Weapon Sealed): +20 speed. Extremely deadly gauntlets. These razor-sharp blades boast a 50% (70%) chance to induce bleeding. These may be equipped into dual-wielding while also leaving the user's hands free to use either thrown bombs or martial attacks. Boosted by knife skill. As knives, they can counter when tackled or choked. Base 400 (1200)
2-Lethal Weapon Seals: An elite seal. A weapon may only have one type of elite seal. This seal will cause the strikes of the sealed weapon to have a 50% chance to ignore life-saving abilities (but not form shifts, or abilities that function like Take The Hit).
Goblin Gauntlets+++: These martial weapons boost the total body damage of the character by 1500. This damage buff is also granted to the Stunning Gauntlet bolts. This extra damage will also be applied to Flying Grab, Strong Throw, and Grab and Smash.
12-Pumpkin Bat Blades++: These brutal throwing weapons strike behind shields and barriers. They also return to the thrower after striking the foe. The user may throw as many as they would based on speed, and they may be thrown even when the user doesn't have the ability "Weapon Throw". These bladed weapons have a 30% (50%) chance to induce bleeding. These weapons deal 50% more damage when thrown; however, they cannot be used at 1 range. Base 800 blade type might.
12-Pumpkin Gas Grenades: These grenades may be thrown before attacking. They will unleash a powerful cloud of poison onto the tile they strike. This poison will cause anyone standing in the tile to suffer -10 avoid and -10 skill. At the start of a character's turn in this gas, they will take a poison status. This poison deals 300 (1300) (2100) (3,050) (25,925) (51,850) (155,550) per turn. Moving through this cloud of poison will also trigger this poison status to be given to the character. Multiple layers of this terrain may be placed on the map.
2-Goblin Glider Heavy Machine Guns+++: 1-3 range. Each of these heavy machine guns will fire. They will fire four times each, meaning the glider that is equipped with both of them will fire a total of eight times more than the normal number of strikes. These machine guns do very little wear. Base 400 (1200) bullet type might. These machine guns cannot be used to counter. 1
Mithril Tactical Mesh++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This undergarment offers extreme resistance to blade and pierce-type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be worn under other armor or cloaks. Base 1600 defense.
Oscorp Tactical Armor++: A suit designed by Norman Osborn. 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. Grants immunity to light and water along with resistance to air and earth. This suit defends against psychic and magic. The suite boasts 1000 base defenses and also comes equipped with toxic shields that offer 200 (400) base defense when being attacked and are boosted by poison and shield skills and item boosts. This suit grants Flying Grab for free.
Green Goblin Ragged Hood++: This ragged hood will cause all foes within 3 range to suffer -20 avoid from fear. If the character is a superhero, they will suffer -40 avoid. If they are from the same universe as this character, they will suffer -80 avoid. This is a fear status. This cloak grants immunity to psychic and absorb damage. Base: 600 defense
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.
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.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
Focused 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, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (three) turns.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
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.
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.
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, and backstabs.
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.
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.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
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.
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.
Juggler's Bauble: This odd item is easily lost or stolen. Causes all throw damage to deal 30% more.
2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each.
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance)
4-Poms of Power (Poison, Explosion, Energy)
12-Bomb Badges+Explosion Plate
28-Poison Blooms+Poison Plate
12-Energy Gems+Energy Plate
Pure Stone
Razor Stone+Blade Plate
Golden Casing+Bullet Plate
1-Air Gem
Boots
Abilities:
Goblin Gas: At the start of the battle, this character may inhale a deadly gas. This will grant inhuman strength to the user, including the double martial damage. In this state, the character has a very unstable mind. This causes extreme resistance to pain and fear. It also causes the unit to double how long they are in Berserk and causes the unit not to take the extra damage when in Berserk. Unfortunately, this state prevents ally buffs from helping this unit and doubles the user's frenzy chance. Costs: 5 pg
Goblin Glider: This character uses a powerful, remote-controlled Glider. When riding the glider, this unit will increase his movement by 5. This glide may also take its own actions. When the Goblin is not riding the glider, it will have movement equal to 5+the Golbin's movement. When the glider attacks a foe, the foe may counter-attack the Goblin. The Glider may attack before or after the Goblin, making it function slightly different than a normal mount. Costs: 5 pg
Pumpkin-Bomb (III): This character may toss brutally strong bombs. These bombs have two ranged but they strike all adjacent tiles. They are an AoE, and as such, they cannot be dodged. These bombs deal massive armor and shield wear. These bombs may be thrown with dual wield. They may be used to attack or to counter. The damage is buffed by Throw and Explosion Skill Points. At second tier, Wind Up will cause these weapons to deal double damage. These weapons have a 30% (50%) (70%) chance to disintegrate the barrier or armor the strike. After that, they may disintegrate the equipment and weapons of foes. Base 1000 (2000) base Explosion type might. Costs: 12 pg
Berserk: This unit may activate this ability once (twice) a battle at the start of its turn. The ability lasts for 3 (6) turns. When activated, this ability will increase the total damage this unit deals by 50% (60%). It will also increase the speed stat of this unit by 40 (44). However, any attacks that strike this unit during this time will deal 3x damage to it (No extra damage). In this state, the character is immune to pain and fear. Costs: 5 pg
Glider Skewer: -15 hit. The Goblin Glider may choose to use this ability rather than attacking. For every space the glider has moved in a straight line, it will deal 5% of the foe's total HP as unblockable damage. This damage is crush/pierce and is completely physical. If this attack misses, the glider must continue until it strikes a character or ends its movement. Costs: 8 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
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Speed Boost: If this unit travels in a straight line, it may increase its movement by 50%. Costs: 4 pg
Stunning Gauntlets: This character may fire bolts of lightning from their gauntlets. 1-2 range. These blasts of lightning will boast 200 base might. They will also have a 30% chance to cause the foe to flinch. These may be used to attack or defend, and Rapid Fist works on these attacks. This ability also causes the regular martial attacks of the character to have a 30% flinch chance. Costs: 5 pg
Sleep Gas: This character may unleash a cloud of sleep gas onto a map tile. Foes who start their turn and breathe it in have a 60% chance of falling asleep. They will have a 30% chance to wake. Each turn they are asleep they will increase their chance of waking by 10%. Foes will also wake if they lose 50% of their HP. Costs: 4 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5.0x). 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
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Dual Wield: 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 melee or marksman level.
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
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.
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
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)
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 (Goblin Armor) pg
Character Type: Destructive, Martial, Melee, Status
Weakness: Weak to pierce damage. Weak to Glider Skewer. Extremely resists poison, martial, explosion.
Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 140
Move: 7
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 140
Move: 7
Resistances:
Immune to Absorb, Psychic, Light, and Water
Extremely resists Poison, Martial, Throw, Explosion, Ice, Whip, Bullet, Bludgeon, and Blade
Resists Earth, Air, Lightning, Fire, Magic, Dark, Blood
Neutral to Pierce
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