Attack: 1,400
1GM Sword: 200
1GM Dark: 200
1GM Poison: 200
1GM Energy: 200
Advanced Radium Blade: 600 (2,000) (2,200) (2,400) (2,600) (2,800) (14,400) (27,600) (40,800) (61,200) (91,800)
Defense: 1,300
1GM Armor: 200
1GM Armor: 200
Midnight Darksteel Mesh: 400 (600) (1,900)
Advanced Node Hunter Armor: 350 (2,250)
Items:
Advanced Radium Blade: (+10 speed) An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (600) might. See the ability for other properties. This blade 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 solely blade type attack).
Advanced NeoNode Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. 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. Base: 350 defense.
Advanced Node Hunter Armor: 350 (2,250)
1GM Shield: 200
Enhanced Elite Poison Shields: 100 (300) (500) (3,000) (6,000) (8,250)
Rahkshi Shadow Shields: 100 (300) (500) (2,750) (5,500) (13,750)
Enhanced Elite Energy Shields: 100 (300) (500) (2,750) (5,500) (19,250)
Poisonscale Pendant: 20 (220) (1,320) (2,640) (21,890)
Darkscale Pendant: 20 (220) (1,210) (2,420) (24,310)
Energyscale Pendant: 20 (220) (1,210) (2,420) (26,730)
Speed: 185 (195) (200) (+15 avoid in the dark)
Skill: 210 (250) (260)
Skill: 210 (250) (260)
Move: 6 (9)
Items:
Advanced Radium Blade: (+10 speed) An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (600) might. See the ability for other properties. This blade 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 solely blade type attack).
(Equipped) Midnight Darksteel Mesh: Sturdy under armor made of purified Darksteel. It grants immunity to dark damage and extreme resistance to psychic damage. Base: 400 defense.
Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.
Advanced NeoNode Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. 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. Base: 350 defense.
Radiation Refresh Mesh Cloak: This cloak will refresh the cooldown of a weapon augment if the unit wearing it lands a critical hit, assault move, or Tri-attack. This cloak grants resistance to earth, light, and energy. Base 300 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.
Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
16-Poison Bloom+Poison Plate
16-Night Sapphire
8-Energy Gems+Energy Plate
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
NeoNode (Rhakshi) Shadow Shields: Shields crafted by the dark father of the Rahkshi. They are perhaps the most devious and terrible shadow shields in the world, and they we once built directly into the Rahkshi's Bio-armor. Now they are used by NeoNode Hunters. These shields offer 100 defense, and are improved by the dark and shield skill and items boosts. These shields do not defend against light type damage, but they do defend against psychic and magic.
Enhanced Elite Energy Shields: These shields offer 100 defense, and are improved by the energy and shield skill and items boosts.
Cursed Pact Ring: A ring that has entwined into the flesh of the wearer. This will forge them to obey the character who placed it on them. This ring must be taken voluntarily. Once the ring has been taken, it cannot be lost. It is part of the character and will respawn when they do. Pact Holder: Carmilla.
Radium Blade Hyper Generator: This item was designed by Chamblee R. Charles. This item is easily lost or stolen. This item allows the holder to purchase the ability "Radium Overcharge".
2-Electro Nets: Capture items. Using this item will consume it. -20 hit. 2 range. If this hit lands on the foe, they will be trapped in an electrical net. This net can only catch small or very small foes. If a foe is in this net and has less than 50% HP, they may be freely moved by enemies as if they were captured. However, the foe can still attack... but they cannot move unless they free themselves from the net. The foe will have a 30% chance to free themselves at the start of each turn. Allies may come and try to free them, spending their turn to have a 50% chance at success. Every turn a character starts in this net will result in them losing 10% of their life via an electrical shock. This net will not kill a foe. If a foe is brought bellow 10% HP, they can no longer struggle to escape and may be fully captured by a signle foe. Being caught in this net drops the movement of a foe by 3, prevents any sort of flying or teleportation, and drops their speed by 10. Crafting these nets is expensive and time consuming, and only a few factions know how to properly do it.
2-Radcure Serum: this medicine will cure 1 radiation status and prevent taking radiation from irradiated terrain for 3 turns.
NeoNode Insignia: This symbol is given to the NeoNode agents. It boosts the damage of dark and radiation damage by adding 50% to the standing item boosts. This item is a brand.
16-Poison Bloom+Poison Plate
16-Night Sapphire
8-Energy Gems+Energy Plate
1-Air Gem
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (60%) 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 blade may be modified to increase its strength, but starts as a 100 base might blade/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: 6 pg
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (60%) 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 blade may be modified to increase its strength, but starts as a 100 base might blade/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: 6 pg
Radium Overcharge: This character may take a turn to augment their Radium Blade. This will cause the weapon to deal 50% more damage and will double the chance of triggering the radiation status with that weapon. This may only be used if the character has the Radium Blade ability. This augment lasts for 3 turns. This augment may be used once per battle. Costs: 5 pg and Item
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
Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg
Sword Assault: This unit rushes in with its weapon 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 damage and finishes with a 2 x damage strike. Costs: 5 pg
Critical Hit: Once 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. The foe will not counter after being struck by this attack. Costs: 5 pg
Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg
Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg
Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 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
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 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.
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
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
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.
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) 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) Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
(TBA) Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 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
Character Type: Melee, Strategist, Assassin, Stealth
Weakness: Mild bludgeon weakness. Weak to earth type attacks. Resist psychic type damage. Resist fear abilities.
(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
Character Type: Melee, Strategist, Assassin, Stealth
Weakness: Mild bludgeon weakness. Weak to earth type attacks. Resist psychic type damage. Resist fear abilities.
HP: Low
Attack: 200
Defense: 100
Speed: 125
Skill: 150
Move: 6
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