Monday, February 2, 2026

The Defect






The Defect: Level 87


Move: 9 (11) (13) (16)


Items:

The Legendary Construct Heart: This legendary heart will double the total HP of the holder. This heart will also grant one Artifact to the holder per turn (see the ability Core Surge). This heart may only be held by an Android, AI, or other form of sentient robot.

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%.

Defect Forged Construct Eye: This eye will double the range and damage of the ability Melter Beam.

Construct Core Catalyst: This catalyst works only for channeled orbs. It will increase the base attack of said orbs by 1000 base might. This item is easily lost or stolen.

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. 

Defect Claws++: +5 speed/skill. Despite being a robot, the Defect uses its claws to attack quite often. These claws, strangely, prevent the use of Weaponized Body. However, they will increase their own damage by 20% each time a claw attack is launched, regardless of whether or not they manage to strike the foe. These claws boast 500 (1500) base claw-type might.

Defect Casing: +10 speed/skill. This casing is built into the Defect, making it virtually impossible to steal. Grants 3000 additional defense to the base defense stat of the character. This casing also grants the ability High Jump for free.

Defect Rainbow Lined Cloak++: +30 avoid. This incredible cloak allows the character to channel a Lightning, Frost, and Darkness Orb once (twice) per battle by using this cloak. Doing this will not take the turn of the character to do. This cloak offers 1000 defense. It prevents the wearing of any other form of armor. 

Steam Vent Shields: This item uses the steam released by a construct to generate a powerful shield. Base 1000 defense. Boosted by fire, water, air, and shield skill and item boosts.

Hologram Generator: Grants the ability Hologram for free on high-tech units. Nearly impossible to steal. 

Cracked Core: This item will cause the holder to start each battle with a Lightning Orb. A Lightning Orb will float near the character and strike a random foe within three range at the end of that character's turn. 100 base lightning might. This core must be placed in a mech, robot, android, or high-tech suit.

Frozen Core: This item will cause the holder to start each battle with a Frost Orb. These orbs will boost the total defense of the character by 5% each at the end of the turn. Defense debuffs will subtract from these buffs. This core must be placed in a mech, robot, android, or high-tech suit.

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 Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

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.

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.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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%.

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.

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. 

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items is easily lost or stolen.

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. 

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.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

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.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

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.

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.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Prison guard after extreme torture by Enki. This item will boost the pain type status activation by adding 15% to the roll chance.

Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.

Lifeless Frozen Blood Droplet: This item will allow the temperature debuffing statuses and freezing statuses of this user to ignore temperature and freezing resistance and immunity granted innately or by items. This item is very hard to drop or steal.

Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).

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. 

Chilling Ember: This item increases the activation chance of Freeze by 30%. This item is easily lost or stolen. 

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

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

Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; 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%. 


Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

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: Dark

DarkEnergyIce, Air, Fire, Water Poms
 
12- Dark Gems+Dark Plate

12- Ice Gems+Ice Plate

12- Energy Gems+Energy Plate

12- Water Gems+Energy Plate

12- Fire Gems+Energy Plate

12- Air Gems+Energy Plate

Claw Stone+Plate

Boots+Heavy Duty Boost

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability thats sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Abilities:

Defect Orbs (II+Needled): Signature ability. The defect may channel up to three orbs. These orbs will float around him and perform an action at the end of his turn, depending on their type. Orb casts are never countered regardless of the abilities or items of the foe. The types are:
Lightning: These orbs will strike a random foe within 3 range. They boast 100 base lighting type might. At second tier, lightning orbs boast a 20% (50%) (70%) chance to flinch an enemy.
Frost: These orbs will boost the total defense of the defect by 5% (25%) each. Defense debuffs will subtract from these buffs. At second tier, each present Frost Orb will cause adjacent allies to suffer -10 (-20) speed from a cold debuff. 
Darkness: At the end of each turn, these orbs will increase their damage additively by 25%. They boast 300 dark-type might. When cast, dark orbs boast a staggering 5 range, but they must target the lowest-level foe within range. At second tier, enemies struck by a darkness orb have a 100% (160%) chance to take a burning status. 
Plasma: This extremely rare orb will grant the Defect one additional action each turn. If cast, it will grant a full second turn.
Orbs will deal double (Triple) their effects when cast (excluding plasma). An orb is cast when a new orb is channeled and there are no more orb slots. This will cast the oldest orb. Cast orbs deal double (Triple) their normal damage or buff (excluding plasma). Orbs are channeled by using an activated attack or defense ability that matches the type of the orb (excluding plasma). Costs: 12 pg

Echo Form (II+Needled): Signature ability. In Echo Form, the first, second, and third (and forth) action of the defect each turn (whether moving, using a consumable, buffing, attacking, activating abilities, etc) will be performed a second time. This will ignore cooldowns and will not use up extra consumables. 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

Defragment: This character may take a turn to boost its focus by 1 point. Each focus will increase the damage of orbs from various sci-fi abilities by 30% additively. If the orbs build a defensive buff, then that buff will be increased by 25% per focus. If the orbs build their own damage over time, this damage scaling will increase additively by 25% per focus. EMPs and forms of electrical viruses remove all focus. Costs: 3 pg

Capacitor: Spend a turn to gain two orb slots. A maximum of 10 orb slots can be held. Costs: 2 pg

Consume Orbs: Spend a turn to consume orb slots. This removes an orb slot (and any orb within it. This will grant +2 points of focus (see Defragment ability). Costs: 2 pg

Fusion: This ability requires the character to have three unique types of orbs channeled. If they do, they may use their turn to combine them all into an orb of Plasma. Plasma orbs grant an additional action each turn (and a full additional turn if they are able to be cast). Costs: 3 pg

Glacier: This unit uses its turn and creates a massive wall of ice to protect itself. This will grant a 1000 base defense ice shield that is buffed by ice and shield skill and item boosts alongside proficiency boosts. These barriers may be stacked if the character uses multiple turns to create them (always as the furthest out barriers). All glacier barriers will be completely ignored and immediately destroyed if this character is struck by a fire or explosion-type attack. Costs: 3 pg

Blizzard (II): Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This ability has a 10% (50%) (70%) chance to freeze foes. Costs: 8 pg

Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (60%) (80%) to freeze the enemy. This attack may only hit twice. Costs: 3 pg

Dark Pulse: Once every two turns (every turn) this unit may release a powerful pulse of dark energy that strikes all adjacent squares. This attack only hits once. The base might of this attack is 80 dark type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Struck foes have a 20% (50%) chance to be flinched. Costs: 4 pg

Doom and Gloom: This ability requires the character to have unlocked Dark Pulse and to have been taught this powerful variant. This ability will double the damage, range, and flinch chance of Dark Pulse. Costs: 2 pg

Thunderbolt: This attack is the exact same as the lighting blasts of this character. However, this attack has a 30% (60%) (80%) chance to flinch the foe. This flinch can activate vs robotic foes. Costs: 3 pg

Buffer: This unit may take its turn to create an electrical buffer shield around itself. This shield will completely negate the first time this unit would take damage. This can be from statuses, terrain, weather, or enemy attacks. This ability may be used 3 (6) times per battle. These buffers can stack. Costs: 4 pg

Melter Beam: This powerful plasma beam may only fire once per engagement. 1-4 range. This beam possesses the "Melta" property. This will cause it to deal more damage based on how close it is to the foe. For each space closer this weapon is compared to its max range, it will deal 40% more damage. This gun will also debuff the defense of the foe for 2 turns (refreshed upon taking another Melta status) by 10% (20%) per hit. This defense debuff will also be improved by 5% for every space closer this weapon is used compared to its max range. Base 500 energy type might. Costs: 5 pg

Autorepair: This piece of technology is so advanced that 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

Core Surge: This unit may take a turn to surge power into its core. If it wishes, it may blast this power at a foe as a 3-range beam of energy that strikes only once but deals triple the damage of a normal energy blast.  Regardless of whether this ability is used to attack, it will grant an Artifact. Artifacts may be held by the unit until the end of the battle. Artifacts will completely the first status/debuff type this unit encounters. If impacted by multiple status types per engagement, the Artifact holder may choose which one to negate. Having multiple artifacts allows multiple status/debuff types to be negated. Artifacts are lost upon being used, and the holder may not choose when they trigger. Costs: 6 pg

Hologram: At the start of its turn, this unit may create a hologram. This ability prevents any other replica ability from being used. The hologram may move, but it is incapable of dealing damage or truly activating abilities. However, this hologram will be indistinguishable from the unit itself (the player will choose whether the true unit is the copy or the original sprite on the overworld map). The hologram may pretend to perform buffing abilities or actions. All Sight is incapable of distinguishing the hologram from the heal unit. This ability may be used twice (4x) per battle. Costs: 5 pg (Hologram Generator)

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)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)

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 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
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 (Medallion)

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) Hyper Mode: Sentient AI exclusive ability. This unit may enter a mode that removes safety inhibitors in its programming. Doing so will increase the speed of the unit by +30 and the damage delt by 50%. This buff will last for three turns and does not require a turn to activate. This buff may be used once per battle. However, this buff causes this unit to always damage allies, and will triple enemy activation rates vs this unit while in Hyper Mode. Costs: 6 pg

(TBA) Echo Form: Signature ability. The Defect must take its turn to enter this form on the first turn of the battle. If it doesn’t, it will lose its opportunity to form shift. In Echo Form, the first action of the defect each turn (whether moving, using a consumable, buffing, attacking, activating abilities, etc) will be performed a second time. This will ignore cooldowns and will not use up extra consumables. Costs: 5 pg

(TBA) Echo Form (II): Signature ability. In Echo Form, the first and second action of the defect each turn (whether moving, using a consumable, buffing, attacking, activating abilities, etc) will be performed a second time. This will ignore cooldowns and will not use up extra consumables. Costs: 10 pg

(TBA) Defect Orbs: Signature ability. The defect may channel up to three orbs. These orbs will float around him and perform an action at the end of his turn, depending on their type. Orb casts are never countered regardless of the abilities or items of the foe. The types are:
Lightning: These orbs will strike a random foe within 3 range. They boast 100 base lighting type might.
Frost: These orbs will boost the total defense of the defect by 5% each. Defense debuffs will subtract from these buffs.
Darkness: At the end of each turn, these orbs will increase their damage additively by 25%. They boast 300 dark type might. When cast, dark orbs boast a staggering 5 range, but they must target the lowest level foe within range.
Plasma: This extremely rare orb will grant the Defect one additional action each turn. If cast, it will grant a full second turn.
Orbs will deal double their effects when cast. An orb is cast when a new orb is channeled and there are no more orb slots. This will cast the oldest orb. Cast orbs deal double their normal damage or buff (excluding plasma). Orbs are channeled by using an activated attack or defense ability that matches the type of the orb (excluding plasma). Costs: 6 pg


Character Type: Mech, Destructive, Defensive

Weakness: Weak to body type damage. Extremely resists dark, energy, lightning, and ice type damage. 

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 125
Skill: 145
Move: 8

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