Monday, January 1, 2024

The Silver Surfer






The Silver Surfer: Level 66
HP: 195,000 (390,000) (487,500) (609,375)
Attack: 2,500 (5,000)
5GM Energy: 1,000
Cosmic Blast: 5,000 (6,000) (45,000) (90,000) (270,000 (626,400)
Surfboard: 1,000 (6,000) (7,000) (52,500) (59,500) (119,000) (357,000) (828,240)
Defense: 2,500 (7,500)
5GM Shield: 1,000
Surfboard Shield: 4,000 (5,000) (6,000) (45,000) (90,000) (180,000) (186,900) 
Raw Energy Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (90,000) (276,900)
Raw Energy Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (90,000) (366,900)
Queen Energy Core: 200 (1,200) (9,000) (18,000) (36,000) (402,900)
Queen Energy Core: 200 (1,200) (9,000) (18,000) (36,000) (438,900)
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (471,900)
Godzillascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (504,900)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (535,500) 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (566,100) 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (596,700) 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (627,300) 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (657,900) 
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (688,500) 
Speed: 200
Skill: 255
Move: 7 (8) (10) (18)


Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Coral Energy Cell: A unique form of energy that can boost the HP of the holder regardless of if they are organic or not. Up to six of these cells may be carried. They cannot be used in tandem with Mako Cells or Erd Tree Seeds. Each cell will boost the HP of the holder by 25%. If a character falls in battle and are afflicted by the burning status or are killed by a fire attack, all Coral Energy Cells will erupt into a terrible flame. This flame will destroy all the cells, and unless it is extinguished it will begin to spread across the battlefield. Any holders of Coral Cells who are in this terrain (which reaches flying foes) will be instantly killed regardless of items or abilities. There is no immunity to these flames. Holding Coral Cells double the damage taken by a burning status and the damage taken by flame attacks that strike this character.

Live Great Serpent Viscera

2-Raw Energy Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the Energy and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in Energy to use this shield.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Cruel Hunter’s Ring: This ring grants the ability Merciless Hunter for free. This item is easily lost or stolen.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Dark Stoneplate Ring: This ring grants resistance to dark damage. It is easily lost or stolen.

Flame Stoneplate Ring: This ring grants resistance to fire damage. It is easily lost or stolen.

Magic Stoneplate Ring: This ring grants resistance to magic damage. It 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. 

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.

Soaring Ring: This ring will add +2 flying movement to a character. However, once they land, this extra movement will be removed. This items is easily lost or stolen.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

4-Pom of Power (Energy): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.

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.

Heavy Stone+Plate

6-Pure Matter Orbs: At the base of reality, even matter is a form of energy. These odd-looking orbs will shimmer a cold blue, and look as though they once held something of immense strength. Unless a character is innately immune to the energy they will take 5% of their total HP as damage at the start of each turn for holding one of these items. Holding multiple of this item will stack the damage, but energy-consuming abilities will cause a character to heal from this status. These ancient items may also have other uses. They will double the total enrgy-type damage of this character.

12-Energy Gems+Energy Plate

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them. 

Abilities:

Silver Surfboard (II): Signature ability. +8 flying/levitating movement. This strange object grants incredible movement speed to the Surfer. He may also carry one ally with him. This counts as flying movement. This board may be boosted by the ability "Speed Boost", and it will double that buff. After acting, the surfer may always move five additional spaces. These spaces may be added to "Hit and Run" movement. At second tier, this board may be used as a shield, offering 4000 energy-type defense and being boosted by the shield and energy item and skill boosts. It may also be used as a ramming weapon. It will only strike once but is boosted by Cosmic Power and boasts a staggering 1000 energy/bludgeon base might. The board's attack will be boosted by Proficiency despite being two damage types. If the Surfer uses "soar" from a soaring height, he will enter space. Costs: 10 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Consume Energy: This character is immune to energy type attacks. If struck by an energy type attack, they will heal as much HP as the total might of the attack. They may also consume a lightning terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

Speed Boost: If this unit travels in a straight line, it may increase its movement by 50% (100%). Costs: 4 pg

All Sight: This character has incredible perception. It will be immediately aware of shapeshifted, invisible, or otherwise hidden enemies. Costs: 3 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Silver Skin: Signature ability. The skin of the Silver Surfer is practically indestructible and protects him from all hazards. This skin will triple his base defense stat. It will also grant him immunity to suffocation, statuses that trigger the lung, radiation, poison, burn, bleed, and crush damage. If the Surfer uses a Metal Coat, it will remain applied throughout the entire battle. Costs: 9 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

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

Cosmic Power: An incredible form of energy available to only a few. This ability will double the base attack stat of the character. It will also boost all the energy blasts of this character by %=(2x character level). This is a standing buff. The energy blasts of this character will have range equal to 1/10 of the character's level (always rounded down). Costs: 10 pg

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

Merciless Hunter: This character shoots down foes from far outside their reach. If this character attacks a foe and the foe cannot counter attack due to range, this ability will buff the damage of the attack(s) by 20%. Costs: 2 pg (Ring)

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) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg

(TBA) 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

(TBA) Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Calm Mind: This character may take a turn to boost its defense and elemental 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 element 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 lasts for 3 turns. Costs: 4 pg

(TBA) Iron Defense: This character takes a turn to drastically harden their metal defense. This will increase their total defense by 50%. If they are struck during the turn they try to apply this buff, this move will fail. This ability may stack, maxing out at a 300% defense buff. This buff lasts for 5 turns. Costs: 3 pg

(TBA) Iron Defense (II): This character takes a turn to drastically harden their metal defense. This will increase their total defense by 100%. If they are struck during the turn they try to apply this buff, this move will fail. This ability may stack, maxing out at a 300% defense buff. This buff lasts for 5 turns. Costs: 6 pg

(TBA) Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg

(TBA) Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

(TBA) Speed Boost (II): If this unit travels in a straight line, it may increase its movement by 75% (150%). Costs: 8 pg

(TBA) Sixth Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item-based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 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 pg

(TBA) Silver Surfboard: Signature ability. +6 flying/levitating movement. This strange object grants incredible movement speed to the Surfer. He may also carry one ally with him. This counts as flying movement. This board may be boosted by the ability "Speed Boost", and it will double that buff. After acting, the surfer may always move five additional spaces. These spaces may be added to "Hit and Run" movement. If the Sufer uses "soar" from a soaring height, he will enter space. Costs: 5 pg

Character type: Element

Weakness: Due to his tender heart, The Silver Surfer is weak to abilities like Weep and Somber Howl. Resists energy and martial.

Caps:
HP: Small
Attack: 500
Defense: 500
Speed: 125
Skill: 180
Move: 7

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