Wednesday, July 19, 2023

Monkey D Luffy






Straw Hat Luffy: Level 52



Items:

Rune Arc

10-Heart Containers

4-Mako Cells

Shank's Straw Hat: A hat given to Luffy by Red-Haired Shanks. This hat means a great deal to him. Grants +15 skill.

Luffy's Captain Shirt++: +10 speed/skill. This unique shirt is fitting for the man who would be King of Pirates. This will allow this character to trigger an additional turn for himself via the ability Squad Commander if he ends his turn within the Squad Commander range of his crew. This armor grants 600 (1200) defense. This armor is susceptible to wear.

Luffy's Captain Coat: +30 avoid. This unique coat is fitting for the man who would be King of Pirates. This coat will buff the speed/skill of Luffy by +5 for each member of his crew that is on the map. The crew must be part of the Squad Commander ability. If all eight units are alive on the map, this buff will increase by 50% (being +60 speed/skill). This armor grants 600 (1200) defense. This armor is susceptible to wear.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

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.

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.

Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.

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.

Devilish Destruction Charm

12-Air Gem+Plate

12-Bomb Badge+Plate

Abilities:

Gum-Gum Devil Fruit: This character has eaten the Gum-Gum fruit. This has changed them into a person made of rubber. This will grant them immunity to electrocution (and electrical stunning and flinching statuses). It will also grant them immunity to bludgeon damage, crush damage, throw damage, and falling damage. It will grant extreme resistance to martial. On top of this, the long and stretchy limbs of the character grant them the ability "Swing" and "High Jump" for free. This ability will increase the range of all martial/throw attacks by +1. This may stack with "Long Reach". Gum-Gum martial arts allow this character to use Swashbuckler by splitting the Rapid Fist attacks into two separate engagements. Costs: 10 pg

Luffy's Gears (III): Signature ability. Luffy may use incredibly powerful Gear Techniques. 
Gear Two: Luffy may activate this state without spending his turn. He may use Gear Two for up to 5 (15) turns a battle. He may turn it on or off at the start of any of his turns. In gear 2, he will gain +1 (+3) movement and will be given the ability Concussive Punch for free. 
Gear Three: Luffy may use Gear Three rather than Gear Two. When doing this, Luffy's limbs will be blown up to a massive size. He will gain +1 (+2) range. His attacks will only strike once (but may be brave). His attacks will generate a 2 range true AoE around them. His attacks will deal 3x damage. These attacks may be stacked with other Martial Activated Skills. However, in the enemy phase after using a Gear Three attack, Luffy will shrink and suffer a 50% (25%) reduction in his attack and defense along with -20 (-10) speed/skill.
Gear Four: Luffy may transform into a "Bounce Man". In this empowered state, Luffy will have access to both other gears. He may choose to be using Gear Two or Gear Three while in this state during any given turn, but he will not be able to use both. Luffy will take no debuffs from Gear Three in this form. Luffy will gain +5 air-propelled flying movement in this state (as such, air gems may buff his movement). He will also gain +40 speed and gain 50% more damage/defense. This state will last for 3 turns. It may be used once a battle.
Costs: 20 pg

Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four turns. Costs: 5 pg

Armament Haki: A powerful force of sheer will. This ability must be chosen to be activated by the user. They may only use this ability a certain number of times per battle, as it drains a significant amount of stamina. Armament Haki may be used 1/10 the level of this character per battle. Armament Haki ignores intangibility completely. Armament Haki ignores Devil Fruit abilities that grant defense or resistance/immunity buffs. Armament Haki ignores any abilities based on the special body of the foe that grant defense or resistances. This includes abilities like Dragon Scales or Thick Fat. Armament Haki may be used in tandem with other activated attack abilities. It may only be used on attacks that are connected to the user (such as martial or swords), not on projectiles. When using Armament Haki, the user deals 25% more damage. Being given extreme mental statuses that harm focus (frenzy, panic, terror) will burn away one use of this ability. Costs: 6 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

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 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

Concussive Punch: This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 400 might. They are improved by super-human strength. This ability cannot be removed by strategist. Costs: 7 pg (0 Gear 2)

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 (0 pg Gum Gum)

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 to their total movement, add +20 to their avoid for the rest of their phase. Costs: 2 pg (0 pg Gum Gum)


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

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

(TBA) Luffy's Gears: Signature ability. Luffy may use incredibly powerful Gear Techniques. 
Gear Two: Luffy may activate this state without spending his turn. He may use Gear Two for up to 5 turns a battle. He may turn it on or off at the start of any of his turns. In gear 2, he will gain +1 movement and will be given the ability Concussive Punch for free. 
Costs: 5 pg

(TBA) Luffy's Gears (II): Signature ability. Luffy may use incredibly powerful Gear Techniques. 
Gear Two: Luffy may activate this state without spending his turn. He may use Gear Two for up to 5 (10) turns a battle. He may turn it on or off at the start of any of his turns. In gear 2, he will gain +1 (+2) movement and will be given the ability Concussive Punch for free. 
Gear Three: Luffy may use Gear Three rather than Gear Two. When doing this, Luffy's limbs will be blown up to a massive size. He will gain +1 range. His attacks will only strike once (but may be brave). His attacks will generate a 2 range true AoE around them. His attacks will deal 3x damage. These attacks may be stacked with other Martial Activated Skills. However, in the enemy phase after using a Gear Three attack, Luffy will shrink and suffer a 50% reduction in his attack and defense along with -20 speed/skill.
Costs: 10 pg

(TBA) Armament Haki (II): A powerful force of sheer will. This ability must be chosen to be activated by the user. They may only use this ability a certain number of times per battle, as it drains a significant amount of stamina. Armament Haki may be used 1/10 the level of this character per battle. Armament Haki ignores intangibility completely. Armament Haki ignores Devil Fruit abilities that grant defense or resistance/immunity buffs. Armament Haki ignores any abilities based on the special body of the foe that grant defense or resistances. This includes abilities like Dragon Scales or Thick Fat. Armament Haki may be used in tandem with other activated attack abilities. It may only be used on attacks that are connected to the user (such as martial or swords), not on projectiles. When using Armament Haki, the user deals 50% more damage. In the second stage, the ability may also be activated during either an attack or a counter, and when the ability is activated it will boost the total defense of this character by 50%. Being given extreme mental statuses that harm focus (frenzy, panic, terror) will burn away one use of this ability. Costs: 12 pg

(TBA) Haki of the Supreme King: A unique and powerful form of Haki. This character may take a turn to exude their extreme will over others. This ability will have 10 range. If this is done, all units who 20 levels lower than this character will enter a coma and be stunned for 3 turns. If the foe is a non-unique/troop unit, then this ability will trigger against them if they are 10 levels lower than them. Unfortunately, this ability impacts allies and enemies alike. This counts as an emotional status. This ability may be used once per battle. Costs: 4 pg

(TBA) Haki of the Supreme King (II): A unique and powerful form of Haki. This character may take a turn to exude their extreme will over others. This ability will have 10 (15) range. If this is done, all units who 20 levels lower than this character will enter a coma and be stunned for 3 turns. If the foe is a non-unique/troop unit, then this ability will trigger against them if they are 10 levels lower than them. Unfortunately, this ability impacts allies and enemies alike. This counts as an emotional status. This ability may be used once per battle. At second tier, this ability no longer impacts allies. Costs: 8 pg

(TBA) Gatling Fists: This ability may be activated instead of using a regular attack. This ability will double the number of times the character strikes with their martial attacks. It may stack with Rapid Fists, but it will double the debuff given by that ability. This ability may be used once every other turn. Costs: 5 pg

(TBA) 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

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg

(TBA) Bending Punches: Activated martial skill. The long rubbery limbs of this character may bend to home in on foes. This attack will gain +30 hit and will ignore abilities like dodge roll, teleport dodge, and stealthy flyer. Aside from this, this attack will strike like the normal attacks of this character. This ability may be used once every other turn. Costs: 3 pg

(TBA) Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

(TBA) Swashbuckler: Pirate class ability. If this character is dual wielding a melee weapon and a marksman weapon, they may take two separate engagements during a turn. One with the fire arm and the other with the melee weapon. These two engagements may be against the same foe or against two separate enemies. Melee or marksman skills may be activated, but dual wield will always be active (so two handed stance or other similar abilities will not be calculated). Foes will counter each engagement individually. Costs: 5 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

(TBA) Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

(TBA) Yanking Combat: -15 hit. If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg

(TBA) Closeline Counter: If this unit uses yanking combat and pulls a foe to themselves, this single counter-attack will deal triple damage and end the attack of the enemy. This will not calculate accuracy if Yanking Combat lands. If this vantages the foe and strikes them, the foe will not land a single hit. Costs: 3 pg

(TBA) Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg

(TBA) Weaponized Body (III): If this unit uses only pure body type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

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

(TBA) Squad Commander: This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Costs: 4 pg

(TBA) Squad Commander (II): This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Only Four units may do this in a turn, though up to eight may have access to it.(Members:_____,____,_____,_____,_____,_____,_____,_____). Costs: 8 pg

(TBA) 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

(TBA) For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg

(TBA) Bouncy Deflect: This unit has a strange, bouncy body. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. However, this projectile cannot deal pierce damage. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may not attempt to dodge the attack(s). Costs: 2 pg

Weakness: Weak to blade and piece damage. Immune to the ability "Intimidate". Resists fear. As a character who has consumed a Devil Fruit, this character will suffer a 50% reduction in ALL stats if they are knocked into the ocean or are drowning. They also will take double drowning damage. 

Caps:
HP: Small
Attack: 600
Defense: 300
Speed: 140
Skill: 125
Move: 6

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