HP: 46,700 (60,710 Seraph Robe)
Attack: 180
Attack: 180
5M Marksman: 80
4M Explosion: 70
3M Poison: 60
Heavy Mini Gun: 600 (780) (860)
4M Explosion: 70
3M Poison: 60
Heavy Mini Gun: 600 (780) (860)
Heavy Mini Gun: 600 (900) (1,080) (1,160) (1,240) (6,820)
Heavy Mini Gun: 600 (1,100) (1,280) (1,340) (1,420) (7,100)
Defense: 82
5M Armor: 80
Advanced Heavy Node Gunner Armor: 1000 (1,082) (1,162) (1,743) (5,229)
Speed: 94 (70) (15)
Skill: 135
Move: 5
Items:
2-Mini-gun: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 range. Base 600 bullet-type might
Advanced NeoNode Gunner Armor: -20 speed. 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: 1000 defense.
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.
Heavy Mini Gun: 600 (1,100) (1,280) (1,340) (1,420) (7,100)
Defense: 82
5M Armor: 80
Advanced Heavy Node Gunner Armor: 1000 (1,082) (1,162) (1,743) (5,229)
Speed: 94 (70) (15)
Skill: 135
Move: 5
Items:
2-Mini-gun: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 range. Base 600 bullet-type might
Advanced NeoNode Gunner Armor: -20 speed. 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: 1000 defense.
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.
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.
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.
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.
(TBA) Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
(TBA) Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
8-Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
Abilities:
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike 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 base might of these bullets will be added to the base might of the gun used to fire them. They deal poison/bullet type damage, but unless the foe is immune to radiation, the bullets will ignore immunities and resistances to poison. 300 base might. Costs: 6 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 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) 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: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
Character Type: Marksman, Strategist, Defensive
Weakness: Mild bludgeon weakness. Weak to explosion type attacks. Resist psychic type damage. Resist fear abilities. Resist bullet type damage.
(TBA) Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
(TBA) Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
8-Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
Abilities:
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike 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 base might of these bullets will be added to the base might of the gun used to fire them. They deal poison/bullet type damage, but unless the foe is immune to radiation, the bullets will ignore immunities and resistances to poison. 300 base might. Costs: 6 pg
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
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
Piercing Shot: This character fires projectiles powerful enough to puncture straight through foes. This will allow this character to fire its range attacks in a straight line, striking all foes in that line. The number of times this character will be able to attack will be based on the speed of the fastest foe. Each foe will be able to dodge and counter separately. Costs: 4 pg
Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an 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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 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.
(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) 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: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
Character Type: Marksman, Strategist, Defensive
Weakness: Mild bludgeon weakness. Weak to explosion type attacks. Resist psychic type damage. Resist fear abilities. Resist bullet type damage.
HP: High
Attack:180
Defense: 100
Speed: 115
Skill: 165
Movement: 6
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