Thursday, April 28, 2022

Batman





Shrouded


Vengeance: Level 69
HP: 240,000 (480,000) (960,000) (1,440,000 Heart and Soul)
Attack: 3,050
5GM Martial: 1,000
1 Knife: 5
Martial Attack: 1,000 (4,050) (6,025) (9,720) (19,440) (58,320) (174,960) (349,920) (454,896)
Batarang: 100 (3,150) (3,155) (6,310) (12,620) (37,860) (49,218)
Defense: 3,050
5GM Armor: 1,000
Mithril Chainmail: 1,600 (4,650) (5,650)
Dark Steel Lightweight Armor: 120 (5,770)
Shadow of Yharnam Cloak: 100 (5,870)
The Batsuit: 1,000 (6,870)
5GM Shield: 1,000
Speed: 223 (238) (243) (-5) (+25 (50) avoid) (+40 (80) avoid) (+15 (40) (80) avoid in dark)
Skill: 265 (330) (-5) (+20 skill against body)
Move: 6 (13 (16 gliding))

Items:

Shrouding Sphere: Character cannot be detected by anything other than natural senses. Character’s stats and special abilities cannot be scanned. Gemnodes cannot detect character.

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.

Live Great 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.

2-Batarang: +5 speed. These weapons may be used as knives in close combat. They have a base 100 blade-type might. They deal 50% extra damage when thrown. This weapon will also drop the stats of any enemy it strikes. It will reduce their attack and defense by 10%, and their speed and skill by three. This stat drop lasts until the end of the enemy's turn, and it can stack. This debuff is per engagement, not per strike. These weapons will not break "Proficiency" nor will they break "Up Close and Personal".

Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail 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.

Dark Steel Lightweight Armor: Lightweight armor that can be worn over clothing. It offers little defense against real damage blows, but it does resist wear. As darksteel, this armor grants resistance to dark and fire-type damage, and it offers immunity to psychic-type damage. Base 120 defense.

Shadow of Yharnam Cloak: This pitch-black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon-type damage. This cloak offers a meager 100 defense. 

The Batsuit: +15 speed/skill. A Legendary armor few can wear. This armor may be warn on top of other armor sets. It will reduce the range of enemy perception by 2. It will also debuff all physical damage against this character by 20%. This suit will boost the martial damage of the wearer by 50%. Base 1000 defense.

Bat Cowl: This headpiece instills terror in those who see it. Foes within 2 range suffer -20 avoid. This debuff is doubled if the wearer is in fog terrain and adjacent to the foe. This item will prevent other crown-type items from being worn.

Batwing Cape: This cape allows Batman to glide from high structures or off of the back of flying mounts. If Batman glides to dismount, it will remove the dismount turn penalty. Gliding will add +3 movement. Gliding can be boosted by an Air Gem. Batman will land at the end of his turn, but gliding is treated like winged flying-type movement. This cape goes over the top of a normal cape. 

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.

Batman's Grappling Cords: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2. This item will also boost the accuracy of the Grapple Cord abilities by +30 hit. This item will boost Batman's roll when competing to steal a weapon by +15.

Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2.  

(TBA) Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. 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. 

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. 

Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

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. 

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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).

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. 

Pure Stone

Razor Stone+Plate

Air Gem

Abilities:

Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2x damage strike. This move may only be used once a day. Costs 5 pg

Fog Bomb: This character may take a turn to unleash a wall of fog. This pal of mist will cover all tiles within two range. This will grant +30 (60) visual avoid to allies and the unit who created the mist. Costs: 4 pg

Mob Breaker: Signature ability. Batman's fighting style is perfect for dealing with large groups of thugs. Any unit that has the ability Mob will take double damage from him. Any unit that has Tri Attack will take 50% more damage from him. He will take half damage from abilities like Mob, Tear to Pieces, and Tri Attack. Costs: 4 pg

Emergency Adrenaline: If this character falls to 10% of their max HP or less, they may take an injection. This is a consumable. This injection
 will boost their speed and skill by +20. It will also cause them to survive the next engagement they enter (as long as it is within two turns of taking the injection). This injection may only be taken once (twice) per battle. Costs: 3 pg

Master Detective: This character is a brilliant detective. If this character is within ten spaces of a foe, at the start of his turn he may attempt to predict the turn of the foe. This prediction must be specific to: who is attacked by the foe and how the foe attacks them (for instance, whether an activated ability is chosen, alongside what weapon is used) or what ability does the foe activate. If the ability activated is targetted (such as Strategist or Heal), then that target must be specified in the prediction. This prediction will be made, typed out, and then hidden. If on the next turn, the foe acts exactly as predicted, their ability or attack will fail. They will end their movement and end their turn. This ability may be trigger against a foe twice per battle. Costs: 6 pg

Grapple Cord: +30 hit. +15 to roll. This character may use a grappling line. This will grant access to the ability "Swing". This line may be used to steal the weapons of foes. This must be done instead of attacking. 1-2 range. Whether the weapon is stolen will be determined by a roll. Both the grapple cord user and the character will roll and then add their current skill to the roll. Whoever rolls higher will win the engagement. If the cord user wins, the weapon will be pulled to their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them, but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain adds 30 to the roll of the foe. If the foe's weapon is a signature weapon, they will add 30 to their roll. If the foe has inhuman strength, they will add 30 to their roll. If either character is a larger size class, they will add 30 to their roll. This ability does calculate accuracy Costs: 5 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

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg

Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 (5) to their total movement, add +20 (40) to their avoid for the rest of their phase. Costs: 2 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

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

Mastered Body: While this character lacks inhuman strength, they wield lethal force with their martial prowess. This ability cannot be used by characters who have access to Inhuman Strength. This ability will double the total damage of martial-type attacks. It will also boost the skill of this character by +20 when using martial attacks vs body damage using foes. Costs: 5 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

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

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

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 or Ring

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

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) I am Vengeance: Signature ability. If Batman triggers the ability Vengeance on a foe, then the attack that triggers vengeance will also double its total damage. If this attack defeats a foe, all enemies within four range who are villainous will suffer -30 speed and -30 skill for the next two turns due to fear. This ability allows Vengeance to be trigger when attacking, not only when countering. However, when initiating, the fear status will not trigger. Costs: 6 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 16 pg

(TBA) Repair: This character may take their turn to repair one piece of their armor, or a weapon, or one of their barriers. Or they may do this to the equipment, armor, or shields of an ally. Costs: 1 pg

(TBA) Repair (II): This character may take their turn to repair two pieces of their armor, or two weapons, or two of their barriers. Or they may do this to the equipment, armor, or shields of an ally. Costs: 2 pg

(TBA) Repair (III): This character may take their turn to repair all their armor, or all their weapons, or all their barriers. Or they may do this to the equipment, armor, or shields of an ally. Costs: 4 pg

(TBA) Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

(TBA) Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

(TBA) Grapple Cord Bind: Instead of taking a weapon with their grapple cord, this character may use his cord to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind more quickly. This bind may hold a foe in place for up to three turns. This ability may only be used once every four turns. This ability does calculate accuracy. Costs: Grapple Cord and 4 pg

(TBA) String Up: If this character uses Grapple Cord Bind near a large structure or in an area that has a roof, the ability will double the avoid and speed debuff. Costs: 1 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) 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
If the character strikes an enemy, they will boost their skill stat by 5
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

(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


Character Type: Strategist, Martial, Gadget, Stealth

Weakness: Mild weakness to explosion type damage. Resists fear, pain, and martial

Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 128
Skill: 170
Move: 6

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