Lieutenant Commander Data: Level 45
HP: 40,500 (81,000)
Attack: 180
1 Martial: 5
2GM Marksman: 400
1 Energy: 5
Basic Phaser: 300 (480) (880) (885) (4,425) (13,275)
Defense: 450
5M Armor: 80
Starfleet Uniform: 300 (750) (830)
1 Shield: 5
Elite Enhanced Energy Shield: 100 (105) (110) (550) (1,380)
Elite Enhanced Energy Shield: 100 (105) (110) (550) (1,930)
Energyscale Pendant: 20 (25) (125) (2,055)
Energyscale Pendant: 20 (25) (125) (2,180)
Speed: 113
Skill: 162
Move: 6
Items:
5-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%.
Basic Phaser: A powerful energy weapon. May only ever strike once. This weapon deals pure energy damage and is boosted by marksman and energy skill and item boosts. 1-3 range. Base 300 might.
Starfleet Uniform: A durable uniform that is surprisingly resistant to wear despite being cloth. Grants resistance to energy, absorb and explosion-type damage. Base: 300 defense.
8-Energy Gems (5x multiplier)
Abilities:
"Analysis, Mr. Data": Signature ability. Data may take a turn to target a single foe/foe type that is within 15 range. At the start of the next turn, he will then give a tactical breakdown of the strength and weaknesses of that foe. Any allies within three range of Data when he does this will boost their skill/avoid vs that foe by 50 for the rest of the battle. They will also deal 50% more damage to the foe. Data may use this tactical skill as often as he likes per battle. If the foe has a triple cross or is immune to Strategist, the efficacy of this ability will be halved. This boost will not be lost if Data falls in battle. Costs: 5 pg
Tactical Deflector Shields: This unit may establish a deflector shield onto the tile they are standing in or into an adjacent space. This shield will be placed on one tile and will defend all allies who are in that tile or adjacent to it. The base might of the shield is 1000 and it will be boosted by the shield and energy skill and item boosts of this character. Doubled Down Defense doubles the number of Deflector Shields. These shields will also halve the damage of all ranged attacks that strike characters standing within the shields. This shield will stay on the map until broken or the battle ends. Deflector Shields may overlap. Costs: 5 pg
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 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
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Strategist: This unit may choose a single first-tier 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
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
Overdrive Speed: This robotic character can move shockingly fast. However, this is not their normal speed of operation. This ability will allow the character to double their movement speed and add +20 to their speed stat once every 4 turns. Costs: 4 pg
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
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) "Analysis, Mr. Data" (II): Signature ability. Data may take a turn to target a single foe/foe type that is within 15 (25) range. At the start of the next turn, he will then give a tactical breakdown of the strength and weaknesses of that foe. Any allies within three range of Data when he does this will boost their skill/avoid vs that foe by 50 for the rest of the battle. They will also deal 50% more damage to and take 30% damage from the foe. Data may use this tactical skill as often as he likes per battle. If the foe has a triple cross or is immune to Strategist, the efficacy of this ability will be reduced by 25%. This boost will not be lost if Data falls in battle. Costs: 10 pg
(TBA) Set Phasers to Stun: This ability will allow the holder to halve the damage of a Phaser blast. However, that blast will have a 60% chance to stun the foe. Costs: 4 pg
(TBA) Set Phasers to Kill: This ability will allow the holder to double the damage of a Phaser blast. Costs: 4 pg
(TBA) Transporter: This character may take a turn to set up a large transporter. This transporter may warp up to nine characters at once. A character must stand outside of the transporter to operate it and must be a tech-savvy character to do so. The Transporter may be used once every five turns. All characters warped by the transporter must be warped in the same 3 by 3 formation that they were in while standing on the transporter. Characters may move after being warped. Normal Gravity and anti-teleportation abilities or map rules will prevent a Transporter from working. If a transporter spends one turn charging, it may warp characters onto an adjacent map. Two turns of charge will allow warping onto a map that is two away, etc. A transporter has only 100 HP and is very easily destroyed. There may only be one Transporter on a map at a time. This ability may only be used to create one transporter at a time. This ability may only be used once every 3 weeks. Costs: 15 pg
(TBA) Transporter (II): This character may take a turn to set up a large transporter. This transporter may warp up to nine characters at once. A character must stand outside of the transporter to operate it and must be a tech-savvy character to do so. The Transporter may be used once every five turns. All characters warped by the transporter must be warped in the same 3 by 3 formation that they were in while standing on the transporter. Characters may move after being warped. Normal Gravity and anti-teleportation abilities or map rules will prevent a Transporter from working. If a transporter spends one turn charging, it may warp characters onto an adjacent map. Two turns of charge will allow warping onto a map that is two away, etc. A transporter has only 100 HP and is very easily destroyed. There may only be one Transporter on a map at a time. This ability may only be used to create one transporter at a time. This ability may only be used once every 3 weeks. At second tier, the transporter may select a 3/3 area on one turn. This area must either be on the same map the Transporter is on or on the last map it transported characters to and in the same given battle. On the next turn, it may warp all units standing in that area to the Transporter itself. Costs: 30 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) 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 p
(TBA) Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg
(TBA) Hack Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 per M level energy, +3 per GM) (22%) percent chance to hack into the opponent if they are robotic and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The control will only be lifted when either the hacked character or the character that performed the hack shackle are defeated. Organic characters are immune to hack shackle. Costs: 5 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
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) Hyper-Analyze: This character has the calculating ability of a super-computer, and yet they are still organic or an android. This ability adds +5 to the analyze skill buffs. It will also prevent analyze from being broken when this character switches targets. Analyze will build individually for each targetted foe. Costs 4 pg
(TBA) Strategist (II): This unit may choose two first-level abilities or a single second-level ability held by an enemy unit within 10 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: 8 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 (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) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) Gun Breaker: If this unit is battling an enemy who is using a gun/firearm, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg
(TBA) Gun Breaker (II): If this unit is battling an enemy who is using a gun/firearm, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 pg
(TBA) Vulcan Nerve Pinch: -25 hit. Rather than attacking normally, this character may attempt to pinch the nerves near the neck of a humanoid foe who is a small size class. The foe must be organic. The foe must not have notable auto-regenerative abilities. The foe must not be able to shapeshift or change their normal biology. If these parameters are met, this attack will do zero damage. However, it boasts a staggering 90% stun chance. If this succeeds, it will also allow the stunned foe to be captured. This ability may be used twice per battle. Costs: 7 pg
(TBA) "Nor Are You Just Another Biological Organism": Bond ability. Data will gain +10 skill, +10% activation, and +50% damage if within 1 range of Geordi. Geordi must have his bond ability unlocked in order for this ability to impact Data. Costs 5 pg
(TBA) "Nor Are You Just Another Biological Organism" (II): Bond ability. Data will gain +20 skill, +20% activation, and +100% damage if within 1 range of Geordi. Geordi must have his bond ability unlocked in order for this ability to impact Data. Costs 10 pg
Character Type: Support, Strategist, Android
Weakness: Data cannot receive emotion-based support buffs. Data is susceptible to hacking. Mild weakness Electrical stunning/flinching abilities. Extremely resists body damage. Immune to radiation, poison, disease, and pain. Data cannot drown/suffocate and can survive in space. (Robotic. Cannot be removed even by blood droplets)
Caps:
HP: Small
Attack: 200
Defense: 500
Speed: 125
Skill: 180
Move: 7
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