AAP07-BALTEUS: Level 88
Move: 7 (8) (18 flying)
Items:
Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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.
Centaur Heart: +25% HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
Life Ring: This ring boosts the max HP of the holder by 10%.
Hollow Gem-The Armored Core Heart: This Legendary heart will triple the HP of the holder. It may only be used by an Armored Core.
BALTEUS Heavy Casing++: -100 speed. This massive set of armor will debuff all damage taken by the BALTEUS armored core by 30%. It will also grant 10000 defense.
2-AC Flame Swords Elite Mods: This item increases the total damage of Balteus' Flame Swords by 30%. It will also cause the swords to boast a 50% (100%) (170%) chance to inflict the burning status. This item is rarely dropped and never stolen.
Heavy AC Explosion Launcher Elite Mod: This item increases the range of the Heavy Explosion Launcher by +1 (making it 5 range). It will also cause the bazooka shot to break a minimum of two barriers per strike. This includes specialized, handheld shields. This item is rarely dropped and never stolen.
2-Heavy AC Shield Mod: This modification will triple the defense granted by the Heavy AC shield. This includes specialized, handheld shields. Holding two of these mods allows the holder to double up the Heavy Shield. This item is rarely dropped and never stolen.
BALTEUS Tri Gattling Mod: This modification will increase the range of BALTEUS Tri-Gattling Guns bu +1. It will also increase the held ammo by 50%. This item is rarely dropped and never stolen.
BALTEUS Quad Shotgun Mod: This modification will cause the 1-range damage buff of the quad shotgun to increase from 50% to 100%. This item is rarely dropped and never stolen.
BALTEUS Rail System Missile Mod: Specialized missiles that increase the base damage of the BALTEUS rail system missiles to 1000 rather than 500. While not an impressive improvement, little can be done to enhance the already lethal rail system. This item does allow weapon seals to be affixed to the rail system. This item is rarely dropped and never stolen.
6-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore the life saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
6-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
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.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
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.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Ancestor’s Bracelet: This ancient piece of jewlery has a burning insignia upon it. It will increase the speed of the character holding it by 10, and will cause them to boost their total damage by 10%. Holding this object causes a 5% more panic build
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Rocket Ring: This ring grants the ability to"Speed Boost" for free. Easily dropped or stolen.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-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, overheat). This item is easily lost or stolen.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
Vicious Silver Pin: A small, needle-like pin that can easily be worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a -10 Speed debuff from Freezing Aura. This item is hard to steal.
Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by
burning statuses by multiplying their %damage by 1.5x.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Warming Ember: This item increases the activation chance of burn by 30%. This item is easily lost or stolen.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Focused Software Point: A highly refined set of code. This may only be placed into the programming of AI units. It will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points/unaware software points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's code via advanced hacking.
Unaware Software Point: A highly refined set of code. This may only be placed into the programming of AI units. It will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's code via advanced hacking.
Devilish Destruction Charm
Willow Core: Explosion
Energy, Explosion, and Fire Poms
12- Energy Gems+Energy Plate
12- Bomb Badges+Plate
12- Fire Gems+Plate
Razor Stone+Plate
Golden Casing+Plate
Pure Stone
Boots
Abilities:
Armored Core: This ability cannot be removed by Strategist. This unit pilots an Armored Core mech. This mech has two primary weapon slots (hands), and two secondary slots (mounted on the shoulders of the mech). After moving, this character may take an engagement with each of these four mounted armaments. This means the mech can attack up to four times in one turn. This unit may choose to focus multiple of its armaments on a single foe during a single engagement. This will be treated the same as using dual-wield or four-arm wield. Of note, this ability does not impact counter, meaning the mech must choose an armament for countering when attacked. However, dual-wielding will allow this unit to counter with two armaments. Only AC armaments purchased with abilities may be used by this mech. Costs: 10 pg
2-AC Flame Swords: Advanced armament. Primary Armaments. These weapons may only be used once every other turn. Base 5000 fire/blade type damage. These swords are still buffed by Proficiency. 1 range. If initiating, these weapons deal 3x damage. If a foe is Posture Broken, this unit may immediately move adjacent to them and strike them with this weapon. These weapons deal 50% more damage to staggered foes (multiplied on top of the normal damage boost)
There is only one weight class.
-Mid: This weapon deals 50% more damage. These weapons can perform a spin attack and strike adjacent foes.
Costs: 4 (8) pg
AC Explosive Launchers: Primary Armaments or Secondary Armaments. These weapons all boast at least 1 range of AoE splash damage around the space they target. These weapons may be fired 5x before needing to reload. Base 500 explosion-type damage. 1-2 range.
There are three weight variants:
-Heavy Bazooka: -15 speed. This weapon takes a full turn to reload. May only strike once. +2 range. +2 AoE range. This variant deals double damage. This variant holds only 3 shots.
Costs: 4 pg
AC Shield: Secondary Armament. These impressive shields may be used when attacking rather than using a weapon. With the "Armored Core" ability, these shields may be paired with a primary weapon and used during one of those engagements. These shields will always protect the AC as the front-most shield, and they will be active when defending unless the AC pilot chooses to not activate them in that engagement. These shields are boosted by the shield, energy, and light skills and item boosts. If broken, going to the ship to "reload" will repair these shields.
Three weight classes:
-Heavy: -15 speed (at all times). As sturdy as 7 scale pendants. 10000 defense.
Costs: 4 pg
Perfected Build: AC ability. This unit will be incapable of swapping out the weapons it equips (and must specify which weight class of the weapon it will use indefinitely. Using this precise build will increase the speed/skill of the AC by +20 and the attack and defense of the AC by 30%. Costs: 1 pg
AC Posture Break: This character will slowly break down the posture of his foe. Each strike it lands will decrease the posture of the foe by 1/4 if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8. If attacking a foe who is not a mech, this ability will deal half the normal posture damage. Unlike normal Posture Breaks, this ability is able to damage posture even from long range. Once a foe's posture is broken, they will take 50% more damage from all attacks until the end of the engagement. Certain mech weapons also may trigger abilities in response to breaking the posture of the foe. Costs: 6 pg
AC Heavy Body: This heavy body reduces the speed of the AC by -15 and the movement of the AC by -1. However, this body will double the health of the AC. Costs: 3 pg
BALTEUS Tri Gattling Guns: Advanced Armaments. Primary Armaments. These guns may be fired a total of 24 (36) times before needing to reload. These weapons deal 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 (3) range.
There is one weight variant:
-Heavy: -15 speed. -1 move. These guns cannot counter, but they always strike 12x when attacking.
Costs: 4 pg
BALTEUS Quad Shotgun: Advanced Armaments. Primary Armaments. These guns may be fired a total of 12 times before needing to reload. These weapons deal 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range.
There is one weight variants:
-Heavy: -15 speed. -1 move. These heavy shotguns will always strike 4x times. +50 hit at 2+ range. +50% (+100%) damage at 1 range.
Costs: 4 pg
BALTEUS Rail System (III+Needled): Signature ability. The BALTEUS rail system grants the armored core a staggering +4 (+6) (+8) (+10) flying movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. The rail system now is able to hold two Flame Swords. These swords may take an additional engagement (using both swords at once). In its final tier, the rail system is able to carry and fire 20 (30) missiles simultaneously. This is done using the rail system's action (preventing the use of the flame swords on that turn). These missiles boast 1-3 range. They cannot be avoided using dodge roll or teleport dodge. 500 (1000) explosion-type damage and 1-3 range. +30 hit. This storm of missiles takes a week to reload. These missiles must be split as evenly as possible between all foes in range. Base Costs: 20 pg
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 (30) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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 (30) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 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
Dual Wield: 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 Swordsmanship level.
Speed Boost: If this unit travels in a straight line, it may increase its movement by 50%. Costs: 4 pg (Ring)
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 (Miracle Scale)
(TBA) BALTEUS Rail System: Signature ability. The BALTEUS rail system grants the armored core a staggering +4 movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. Costs: 5 pg
(TBA) BALTEUS Rail System (II): Signature ability. The BALTEUS rail system grants the armored core a staggering +4 (+6) flying movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. The rail system now is able to hold two Flame Swords. These swords may take an additional engagement (using both swords at once). Costs: 10 pg
Character Type: Destructive, Robot, Mech, Speed, Defensive
Weakness: Weak to Coral damage. Extremely resists physical damage. Foes who have AI companions capable of offering guidance will gain +50 avoid vs BALTEUS.
Caps:
HP: Colossal
Attack: 1100
Defense: 1100
Speed: 120
Skill: 140
Move: 6 (Jumper-Pack Style Flying)
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