FL4K
Apr 22, 2020 22:54:17 GMT -8
Post by Daiwa Scarlet on Apr 22, 2020 22:54:17 GMT -8
Name: FL4K
Team: SMOKF
Title: FL4K The Beastmaster
Race: Robot
Affinity: Plasma and ice
Level 25
Physical- 25
Health- 110
Armor- 100
Damage Resistance- 100%
Status Resistance- 35
Energy- 125
Actions- 2 major, 3 minor
Speed- 108 (60 + 80%)
Semblance- Primal Wisdom
FL4K can call a Jabber, Spiderant, or Skag to his side with a major action. They have the same statistics as FL4K. If he spends a minor action petting the pet, then they gain the bonus they give FL4K for a turn. After the pet dies, there is a 13 turn cooldown before another can be summoned. If the pet is above half health and armor, then FL4K can dismiss them and summon another pet the next turn. The new pet will have half health and armor.
Jabber uses a glock of the same weight as FL4K's main weapon and carries radioactive barrels. The barrel can be thrown with a full action, dealing 25% weapon damage to everyone within 5 m and making them radioactive (power equal to 50% weapon damage). Those radioactive will take 15% weapon damage for three turns and explode if they die during that time, hitting everyone within 5 m with the radioactive status effect. While Jabber is active, FL4K gains a 25% speed boost.
The Spiderant is able to block attacks that come from the front, halving the damage taken. Its damage and range is equal to that of the bone pick. The Spiderant can charge into enemies with a full action, dealing 75% damage to everything in a line equal to its movement. While Spiderant is active, FL4K regenerates 25% of the damage he deals.
The Skag has 50% more health and armor than the other pets. Its damage and range are equal to the bone pick. It can use a full action to vomit acid on a 5 m area, dealing 75% acid damage. Acid deals double damage to armor, but half damage to health. While the Skag is active, FL4K deals 25% more damage with attacks.
The Hunt
Perk- Mark a target for The Hunt with a minor action. This increases FL4K's damage on the target by 25%. If FL4K or his pet lands the final blow, then the 25% damage buff stacks on the next marked target. Only one target can be marked at a time. Killing a marked target lowers Primal Wisdom's cooldown by an amount equal to The Hunt's stack (ex. killing the target with 50% damage/2 stacks lowers the cooldown by 2 turns).
Drawback- Mistress Death will be displeased if FL4K fails to kill the target on his own. She will lower FL4K's defense by the amount that he had stacked until he slays a marked target.
Abilities-
Fade Away lvl 10- ice, buff, multi target
89 energy, 375 power- 131 power invisibility, 56 damage, 21 range, 3 turn duration
FL4K and target within 21 m goes invisible for 3 turns, hiding from those who have less than 131 power detection. While invisible, they deal an extra 56 damage with attacks.
Rakk Attack lvl 3- plasma, ice, range
3 energy, 36 power- 18 power each, 11 m range
Send two rakks of fire or ice at a target, inflicting burning or freeze. Burning will deal 9 damage and lower their damage resistance by 45% for three turns. Freeze will lower the speed of the enemy by 18 for a turn.
Gamma Burst lvl 5- plasma, range, area of effect
8 energy, 41 power- 6 power radiation, 8.5 health, 20 m area of effect, 3 turn duration
Create a 20 m rift around the pet if it is within reach (weapon range). The rift heals the pet for 8.5 health and irradiates the area (6 power).
Inventory- 21.75/30
Piercing and slashing damage. This form can use cartridge boosts and heavy strikes. When attacking a target, a minor action can be used to embed a pick head into the target and pin them into place. The pin has power equal to weapon damage. If they do not free themselves from the pin, it will inflict 50% weapon damage every turn for as long as the pick remains embedded. The head can be attached again with a minor action.
Sniper
20 + 1 damage, 68 range, 90 durability
Team: SMOKF
Title: FL4K The Beastmaster
Race: Robot
Affinity: Plasma and ice
Level 25
Physical- 25
Mental- 0
Skill Points- 0
Activities- 0
Activities- 0
Health- 110
Armor- 100
Damage Resistance- 100%
Status Resistance- 35
Energy- 125
Actions- 2 major, 3 minor
Speed- 108 (60 + 80%)
Semblance- Primal Wisdom
FL4K can call a Jabber, Spiderant, or Skag to his side with a major action. They have the same statistics as FL4K. If he spends a minor action petting the pet, then they gain the bonus they give FL4K for a turn. After the pet dies, there is a 13 turn cooldown before another can be summoned. If the pet is above half health and armor, then FL4K can dismiss them and summon another pet the next turn. The new pet will have half health and armor.
Jabber uses a glock of the same weight as FL4K's main weapon and carries radioactive barrels. The barrel can be thrown with a full action, dealing 25% weapon damage to everyone within 5 m and making them radioactive (power equal to 50% weapon damage). Those radioactive will take 15% weapon damage for three turns and explode if they die during that time, hitting everyone within 5 m with the radioactive status effect. While Jabber is active, FL4K gains a 25% speed boost.
The Spiderant is able to block attacks that come from the front, halving the damage taken. Its damage and range is equal to that of the bone pick. The Spiderant can charge into enemies with a full action, dealing 75% damage to everything in a line equal to its movement. While Spiderant is active, FL4K regenerates 25% of the damage he deals.
The Skag has 50% more health and armor than the other pets. Its damage and range are equal to the bone pick. It can use a full action to vomit acid on a 5 m area, dealing 75% acid damage. Acid deals double damage to armor, but half damage to health. While the Skag is active, FL4K deals 25% more damage with attacks.
The Hunt
Perk- Mark a target for The Hunt with a minor action. This increases FL4K's damage on the target by 25%. If FL4K or his pet lands the final blow, then the 25% damage buff stacks on the next marked target. Only one target can be marked at a time. Killing a marked target lowers Primal Wisdom's cooldown by an amount equal to The Hunt's stack (ex. killing the target with 50% damage/2 stacks lowers the cooldown by 2 turns).
Drawback- Mistress Death will be displeased if FL4K fails to kill the target on his own. She will lower FL4K's defense by the amount that he had stacked until he slays a marked target.
Abilities-
Fade Away lvl 10- ice, buff, multi target
89 energy, 375 power- 131 power invisibility, 56 damage, 21 range, 3 turn duration
FL4K and target within 21 m goes invisible for 3 turns, hiding from those who have less than 131 power detection. While invisible, they deal an extra 56 damage with attacks.
Rakk Attack lvl 3- plasma, ice, range
3 energy, 36 power- 18 power each, 11 m range
Send two rakks of fire or ice at a target, inflicting burning or freeze. Burning will deal 9 damage and lower their damage resistance by 45% for three turns. Freeze will lower the speed of the enemy by 18 for a turn.
Gamma Burst lvl 5- plasma, range, area of effect
8 energy, 41 power- 6 power radiation, 8.5 health, 20 m area of effect, 3 turn duration
Create a 20 m rift around the pet if it is within reach (weapon range). The rift heals the pet for 8.5 health and irradiates the area (6 power).
Inventory- 21.75/30
Bone Pick- 9 (18)
Blessing of Sarient lvl 9. This weapon functions as if it has +9 weight. Burn away those of the dark, inflicting 18 burning with every hit. When they fall, FL4K recovers 25% of his health and armor.
Plasma enchantment lvl 11. Increase the power of plasma abilities by 11. A plasma coating burns the target for 1 damage with every attack. A wave of plasma follows every attack to strike the target twice.
48 + 1 damage, 18 range, 90 durabilityPiercing and slashing damage. This form can use cartridge boosts and heavy strikes. When attacking a target, a minor action can be used to embed a pick head into the target and pin them into place. The pin has power equal to weapon damage. If they do not free themselves from the pin, it will inflict 50% weapon damage every turn for as long as the pick remains embedded. The head can be attached again with a minor action.
Sniper
20 + 1 damage, 68 range, 90 durability
Piercing or crushing damage. When using a cartridge boost, a minor action can be used for a second jump which doubles the distance traveled. The sniper can scope and fire shots which bore through targets. It also has explosive bullets which hit everything in a 8 m radius for half damage. Normal sniper rounds increase damage and range by 2.5, while Dust rounds increase them by 5. Explosive sniper rounds increase damage and range by 5, while Dust rounds increases them by 10. The sniper holds 6 normal rounds and 4 explosive rounds.
Jetpack Armor (armor)- 10
Ice enchantment lvl 11. Increase the power of ice abilities by 12. With every attack, this armor heals the wearer for 15 health and removes 21 power from a status.
100 durability, 100% damage resistance, 30 status resistance, 100% ice resistance
A Dust fueled jetpack that gives the wearer additional movement depending on the size of the capsule. Small capsules (1 dust) move the wearer 38 m, mid sized capsules (3 dust) move the wearer 44 m, and large capsules (5 dust) move the wearer 50 m. The jetpack holds four capsules and one can be used alongside any movement action.
A Dust fueled jetpack that gives the wearer additional movement depending on the size of the capsule. Small capsules (1 dust) move the wearer 38 m, mid sized capsules (3 dust) move the wearer 44 m, and large capsules (5 dust) move the wearer 50 m. The jetpack holds four capsules and one can be used alongside any movement action.
4 Large Capsules
2 Ice Dust Crystal- 0.5
Eye of the Storm- 2
Chaos enchantment lvl 10. Increase the power of all abilities by 5. The stone has tiger's eye stripes running across it. It indiscriminately devours abilities that affect the user, lowering their power by 27 and nullifying them if they are lower. It then creates a charge that the user can spend on future abilities to increase their power by 27. Two charges can be used on an ability. Charges drain away outside of combat.
Chaos enchantment lvl 10. Increase the power of all abilities by 5. The stone has tiger's eye stripes running across it. It indiscriminately devours abilities that affect the user, lowering their power by 27 and nullifying them if they are lower. It then creates a charge that the user can spend on future abilities to increase their power by 27. Two charges can be used on an ability. Charges drain away outside of combat.
Rose Key- 0
Beacon Locker-
79 Dust Powder- 7.9
Jabber's Inventory-
Jabber's Glock- 9 (14)
This weapon has the same enchantment as the Bone Pick.
15.5 damage, 25.5 range, 45 durabilityPiercing damage. Normal rounds increase damage and range by 1.5, while Dust rounds increase them by 2.5. The Glock holds 28 rounds.
1 Ol' King Cold soda (projectile)- 1
9 damage 9.5 range 5 durability
A minor action can be used to shake the soda. This causes it to explode on impact or the next turn. The explosion slows (6.5 power) targets in a 4.5 m radius. Stacking the slow may eventually freeze the targets.
9 damage 9.5 range 5 durability
A minor action can be used to shake the soda. This causes it to explode on impact or the next turn. The explosion slows (6.5 power) targets in a 4.5 m radius. Stacking the slow may eventually freeze the targets.