Wednesday, October 4, 2023

Zeus II






Zeus II: Level 76
HP: 588,000 (1,176,000 Reactor Core) (2,352,000)
Attack: 7000
5GM Explosion: 1000
5GM Energy: 1000
Zeus Heavy Missile Barrage: 2000 (3000) (10,000) (85,000) (255,000)(765,000)(1,147,000)
Defense: 7000 (14,000)
5GM Armor: 1000
Zeus Heavy Refractor Underarmor: 1000 (8000) (9000)
Zeus Heavy Casing: 4000 (13,000)
Zeus Extreme Conditions Shields: 200 (13,200) (19,800) (39,600)
5GM Shield: 1000
Elite Mech Energy Shields: 100 (1100) (2100) (17,850) (35,700) (48,900)
Elite Mech Energy Shields: 100 (1100) (2100) (17,850) (35,700) (84,600)
Elite Advanced Energy Shields: 100 (1100) (2100) (17,850) (35,700) (120,300)
Elite Energy Advanced Shields: 100 (1100) (2100) (17,850) (35,700) (156,000)
Energyscale Pendant: 20 (1020) (8,670) (17,340) (173,340)
Energyscale Pendant: 20 (1020) (8,670) (17,340) (190,680) (286,020) (572,040) (1,716,120)
Speed: 230 (175) (75)
Skill: 330 (370)
Move: 10 (ignores rough terrain, can walk over foes)

Items: 

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.

Heavy Repeating Missile Launcher++: This weapon will add 500 (1000) additional base might to the missile attacks used by this character. It will also double the number of times those missiles strike. 

Heavy Missile Rack: This object may only be carried by massively strong characters. However, it will buff all Missile Damage by 50%. 

Zeus Heavy Refractor Underarmor: -15 speed. Armor build around the core of a mech. This armor will cause every GM level armor the character has to boost its total defense by 10%. This armor also grants 1000 base defense.

Zeus Heavy Casing++: -40 speed. Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, air and body type damage. This armor defends against psychic and magic. Grants 4000 defense.

Zeus Extreme Conditions Shields: This set of shields works as a cloak for a mech. They grant extreme resistance to fire, dark, absorb, and light. Base: 200 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. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Drop of Might

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.

Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.

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. 

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. 

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

14-Energy Gems+Plate

14-Bomb Badges+Plate

Abilities:

Epoch Supremacy (II): Empire Earth/Age of Empires Universe ability. This character will deal 50% (100%) more damage to enemies who it is more technologically advanced than. If it appears to be similar in tech level to the foe, this ability will do nothing. If the foe is more advanced than this unit, it will deal 75% (50%) less damage to them. Costs: 10 pg

Zeus Heavy Missile Barrage: Signature ability. This ability cannot be removed by strategist. The Zeus mech may fire two heavy missiles at foes. These missiles have incredible tracking power and boast +50 hit. They also ignore dodge roll, teleport dodge, or other abilities that allow an instant dodge. These missiles deal tremendous shield and armor wear. However, they cannot be used to counter. These missiles have 1-3 (5) range. They boast 2000 base explosion type damage. They also treat all resistances and immunities to explosion type damage as if they were one tier lower. These missiles cannot autodamage the user. Costs: 7 pg

Cyber Tracking: This robot has brilliant tracking scopes. It may choose to select a foe within 15 range. Upon doing so, it will build 20 skill per turn as long as it stays within 30 range of the foe. This 20 skill build will only apply on the foe that has been targeted. If this unit wishes, it may restart the growing skill buff by selecting a new target. Costs: 4 pg

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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 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

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

Autorepair: This piece of technology is so advanced, it can automatically repair damage. This will cause it to heal 20% of its total HP at the start of its turn. EMP completely shuts down this ability. Costs: 5 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 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

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 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

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

Character Type: Mech, Destructive, Defensive

Weakness: Mild weakness to energy type damage. Susceptible to hacking and EMP. As a robot, it is immune to emotion based statuses as well as poison, disease, pain, bleeding statuses.

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