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Imban

House of Eternity Design Labs

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[table=Lord of Lords Ryu Knight Legends: Ryu Ranger Octon][/table]

Long ago, the Helldragon Tribe attacked the land of Earth Tear, and many heroes gathered in Ryus to repel them. In the ancient days, Ryus were more plentiful and powerful, as that was the time when they were still being built in factories which now only lie in ruin.

One of the ancient Ryus was the Ryu Ranger Octon, piloted by a man named Elhant who lived in the south of Earth Tear and journeyed towards the Earth Blade. While brash and often disdainful of his comrades, Elhant quickly became renowned for his valor and the combination of his skill and the power of his Ryu Ranger, which used a system designed in the south - "magic cards" which were based on the Mist Tarots and worked in a similar fashion, allowing any Ryu user, not just a mage, to cast magic if they possessed the card. Unfortunately, while these magic cards were powerful and versatile, there was a limit to how many any individual Ryu could be equipped with, while a mage's magic was only limited by his or her knowledge.

Attacks

  • Melee - If all else fails, Octon can punch things in the face.
  • Ak'lail's Liana Sprout - A legendary sword wielded by Ryu Knight Ak'lail, carved from the living wood of a holy tree. Has supreme destructive power when wielded against evil foes.
  • Enthralled Wind - A legendary bow that seems to have a wind blowing around it constantly, said to be able to allow its user to command the wind to guide his arrows.

Inherent Abilities

  • Wind Arrows - When activated, a great wind blows from behind the Octon for a short time, allowing its allies' arrows to fly faster and further, but making it take somewhat longer to aim.
    • (In game, causes arrows to deal extra damage and have extra range, but only fire 2/3 as often.)

    [*]Magic Card System - Octon can equip up to eight magic cards simultaneously.

Magic Cards

  • Acid - Fires a cone of acid from the Ryu's hands, enveloping and corroding the enemy, as well as their armor and weapons.
    • (Basically an acid flamethower. In game, halves the damage and armor that enemies have for a while as well as dealing damage.)

    [*]Berserk - With this dangerous magic card, the Ryu user can drive several allies into a battle rage, increasing both the damage they deal and the damage they receive.

    [*]Blindness - A brilliant pulse of magic erupts in the face of a single foe, blinding it temporarily.

    • (In game, this makes the target completely unable to attack, but that's not how blindness works here.)

    [*]Bone Golem - This dark magic card allows the Ryu user to summon a golem made of bones, its power being determined by the amount of corpses nearby which are available to be used for its body.

    [*]Call of Nature - This magic card relies on how Ryu users are sworn to defend Earth Tear, summoning spirits of nature who will fight for the Ryu user temporarily, some with their fists and some with bows.

    • (Summons an equal number of spirits of nature that have nothing but melee and spirits of nature which have melee and bows. These should be very weak compared to the Ryu - in game, it summons over 50 units!)

    [*]Celestial Light - A contribution from the many Priests among the Ryu users, this magic card allows the Ryu user to call out to the heavens and be answered by a pillar of light which heals his allies and destroys the undead and demonic creatures.

    • (In game, this heals allies and destroys undead and demons in a sizable area.)

    [*]Curse - A dark red pulse of magic erupts around the Ryu's foes, weakening them and rendering them less capable of both defending themselves and using their weapons properly.

    • (In game, reduces armor and halves damage for all enemies in a somewhat large area.)

    [*]Earth Fist - This spell calls upon the ground of Earth Tear itself to take the shape of a fist which descends from the sky, smashing down upon the Ryu user's foes.

    • (In game, this spell can be channeled to drop up to four fists.)

    [*]Earthquake - This spell causes the ground of Earth Tear itself to rumble and crack open, damaging grounded enemies as they fall or plummet into ravines and making land combat difficult for all in its area.

    [*]Eye of Lightning - Magically creates a floating eye made out of crackling lightning, which blasts nearby enemies with lightning bolts. This eye can also detect invisible enemies, pointing them out to the Ryu user as well.

    • (In game, summons an invincible and immobile unit that shoots lightning every so often and detects invisible enemies. Lasts for 30 seconds or so.)

    [*]Fear - This dark spell strikes fear into the heart of a group of enemies, causing their morale to shatter. They then flee from their enemies and cower, even while being attacked.

    • (Ridiculously broken spell that makes enemies flee from you and hide in a corner, ignoring that you're shooting them to death.)

    [*]Fire Ball - A derivative of Honoun, calls a ball of fire from the sky which lands with a large explosion.

    [*]Fire Wave - Another magic card based on Honoun, Fire Wave is designed to be used when a Ryu is surrounded, as it shoots fire indiscriminately in all directions, repelling enemies who may be gathered around it.

    [*]Frost - Freezes a large area in a glacier, dealing minor damage but rendering all enemies within the glacier incapable of moving or fighting until the glacier thaws.

    • (In game, this deals extra damage to flying units and drops them out of the sky, but also increases the armor of any unit paralyzed by this spell. Since those would apply to any freezing attack, though...)

    [*]Genie Summon - This magic card summons a powerful spirit of wind and sun that draws upon the life force of the user, weakening him steadily as long as the spirit remains summoned. In exchange, the spirit is quite tough and capable of devastating punches and wind magic, as well as constantly having its strength replenished while it's under the light of Earth Tear's sun.

    • (In game, this is the strongest summon I have right now, summoning a single Genie with nearly 1000 HP. It deals constant damage to me until it dies or I dismiss it, though not enough that it actually overcomes my massive natural HP regen.)

    [*]Ice Arrow - Shoots an arrow of ice from the Ryu's weapon, dealing high damage and causing any enemy struck to be slowed by frost.

    [*]Ice Sphere - Shoots a Ryu-sized sphere of ice forward which shoots icicles in all directions as it flies, inflicting high damage and causing any enemies struck to be slowed by frost.

    [*]Infection - This magic card is suspected to be of Helldragon make, as it blasts an enemy with noxious energy that causes them to become ill and lethargic, moving slower and dealing less damage.

    • (In game, this also spreads to nearby enemies, but generally you kill them so fast you don't notice.)

    [*]Last Breath - This magic card was found late in the fight against the Helldragon Tribe and believed to be a Helldragon invention, as a Ryu User would be loathe to use it and certainly none would have ever created it. It infuses an ally with unstable energy, causing them to explode in a blast of noxious energy when they are destroyed which both damages and paralyzes nearby enemies temporarily.

    [*]Life Steal - This dark magic card shoots a blast of energy which opens a magical feedback between the caster and the target, draining the target's life to empower the caster.

    [*]Lightning Storm - Calls down a bolt of lightning from the skies, which strikes a Helldragon or other foe and leaps to all nearby enemies, dealing damage in an area.

    [*]Miraculous Seeds - This magic card plants several seeds that grow into flowers and birth new nature spirits, which fight for the Ryu user who created them. The roots of the flowers then become powerful mines which detonate when enemies cross them.

    • (Summons only melee-only spirits of nature. In game, takes about 15 seconds between the creation of the flowers and the units appearing. Can also be used as Floating Mines I guess, although it's technically both summon and floating mines at the same time. ...yeah.)

    [*]Pestilence - This dark magic card inflicts a fell disease upon the enemy, causing them to waste away quickly.

    • (Damage over time spell. I never bothered with it.)

    [*]Plant Wall - This magic card plants several seeds that grow into a wall of Ryu-sized carnivorous plants which spit poisonous thorns at nearby enemies.

    • (Yup, yet another summon!)

    [*]Siccativus - This Sun-elemental spell causes a giant lens to materialize in the sky and focus the sun's light into a pinpoint beam of destruction, setting the enemy which it is focused upon on fire.

    [*]Snare - With a wave of its hand, the Ryu binds enemies in spectral chains, rendering them incapable of moving and dealing minor damage.

    [*]Sphere of Magma - This is the strongest Fire-elemental magic card ever crafted, summoning up a roiling ball of magma from the depths of Earth Tear and pitching it at an enemy, crushing them under molten rock which then explodes.

    • (In game, you get this for singlehandedly defeating a secret boss who's basically Satan, and is the hardest thing in the game. It does totally ridiculous damage, and is the most expensive spell you can cast by almost twice as much.)

    [*]Statue of Outrage - This strange magic card summons a hopping construct of magic that looks like a jester. This enrages enemies so much that they have to attack it until it is destroyed, regardless of the presence of greater threats.

    [*]Stone Skin - This magic card was designed to be used by Ryu Knights, blessing several allies with a stony appearance and even heavier armor. Unfortunately, this renders them slower and incapable of flying.

    [*]Tornado - This wind magic card creates a persistent tornado which tears up the area on its own, damaging and slowing all nearby enemies and dealing much greater damage to buildings and other immobile fortifications.

    [*]Tree of Life - This magic card plants a magical tree in the ground which slowly heals friendly warriors and slows down nearby enemies - at least, until it is destroyed.

    • (In game, this gives (terrible) HP regen and slows the movement of nearby enemies slightly.)

[table=Lord of Lords Ryu Knight Legends: Ryu Amazon Bylal][/table]

Long ago, the Helldragon Tribe attacked the land of Earth Tear, and many heroes gathered in Ryus to repel them. In the ancient days, Ryus were more plentiful and powerful, as that was the time when they were still being built in factories which now only lie in ruin.

One of the ancient Ryus was the Ryu Amazon Bylal, piloted by a woman named Lana who Elhant met shortly after arriving near the Earth Blade. Despite Elhant's abrasiveness, she felt a duty to save him on the few occasions when he got in over his head, and guilty when her father Monfor, one of the main strategists of the Ryu users in those times, attempted to send him off on a suicide mission.

Attacks

  • Melee - If all else fails, Bylal can punch things in the face.
  • Enhanced Glaive - A polearm made of magical crystal. One of many, many types, as it turns out.
  • Crashing Thunder - A mighty blow from Bylal's crystal glaive cleaves multiple enemies in two.

Inherent Abilities

  • Dash - When activated, the Ryu Amazon can run considerably faster for a short time.
  • Equilibrium - When activated, all units near the Ryu Amazon find themselves incapable of casting spells for a short time, putting Lana at an advantage - sure, she can't use the Ryu Amazon's magic cards, but she can stab things in the face with her glaive pretty darn well.
  • Heroism - When activated, the Ryu Amazon lets out a victorious cry which greatly increases the morale of her allies, increasing their attack rate and damage significantly but decreasing their defense as they throw caution to the wind.
  • Magic Card System - Ryu Amazon Bylal can equip up to five magic cards simultaneously.
  • Retribution Aura - When activated, the Ryu Amazon retaliates against all units that attack it automatically, striking them even as they hit it. This state only lasts a short time, however.
    • (In game, this is basically Thorns Aura - enemies that hit Lana take 60% of the damage they deal.)

Edited by Imban

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Ahahahaha fuck you Imban :|

Ryu Ranger Octon

Statistics:

HP: 2400, EN: 180, Agi: 240

IS: 2, Move: G, Size: S, Rank: 10

Weapons:

[H] Stone Skin- Mobility Break & Armor Boost 30%, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Pestilence- Burn, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Last Breath- Spiritual Power, 30 EN/attack, Hardpoints: 1 [+0%]

[H] Life Steal- HP Drain 10%, Spiritual Power, 20 EN/attack Hardpoints: 1 [+0%]

[H] Infection (S)- Mobility Break & Attack Break, Spiritual Power, 30 EN/attack [+0%]

[H] Fear- Spirit Lock & Stun, Spiritual Power, 30 EN/attack Hardpoints: 1 [+0%]

[H] Berserk (S)- Attack Boost 30% & Armor Break, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Blindness- Accuracy Break, Spiritual Power, 10 EN/attack, Hardpoints: 1 [+30%]

[H] Curse- Attack Break & Armor Break, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+0%]

[H] Snare- 100 damage, Mobility Break, Spiritual Power, 3 EN/attack, Spiritual Power, Hardpoints: 1 [+0%]

[F] Melee (M)- 500 damage [+0%]

[F] Ak'lail's Liana Sprout (M)- 800 damage [+0%]

[+] Enthralled Wind- 800 damage, Spiritual Power, 5 EN/attack [+10%]

[+] Acid (SV:5)- 300 damage/3 EN, Acid & Attack Break, Spiritual Power, Hardpoints: 1 [+10%]

[+] Fireball (S)- 2000 damage, Spiritual Power, 10 EN/attack, Hardpoint: 1 [+10%]

[+] Eye of Lightning- 2000 damage, Spiritual Power, 15 EN/attack, Hardpoint: 1 [+10%]

[+] Ice Arrow- 2500 damage, Mobility Break, Spiritual Power, 15 EN/attack, Hardpoint: 1 [+10%]

[H] Celestial Light (S)- 4000 damage, Barrier Pierce, Armor Pierce, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+30%]

[+] Lightning Storm (SF:5)- 1000 damage/5 EN, Spiritual Power, Hardpoints: 1 [+10%]

[H] Earth Fist (SF:4)- 1000 damage/8 EN, Spiritual Power, Hardpoints: 1 [+10%]

[+] Tornado (S)- 4000 damage, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+10%]

[+] Siccativus- 4500 damage, Burn, Spiritual Power, 25 EN/attack, Hardpoints: 1 [+10%]

MAP Attacks:

[+] Frost (I:3)- 1200 damage, Paralyze, Spiritual Power, 25 EN/attack Hardpoints: 1 [+0%]

[+] Fire Wave (I:6)- 1800 damage, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+0%]

[+] Ice Sphere (T:3)- 2000 damage, Mobility Break, Spiritual Power, 30 EN/attack [+0%]

[H] Earthquake (I:4)- 3000 damage, Spiritual Power, 40 EN/attack, Hardpoints: 1 [+0%]

[+] Sphere of Magma (T:5)- 6000 damage, Spiritual Power, 100 EN/attack Hardpoints: 1 [+10%]

Inherent Abilities:

1) Ryu

2) Countercut: Ak'lail's Liana Sprout

3) Countershoot: Enthralled Wind

4) Wind Arrows: When activated, all EN-based [+]-type attack gain Damage Dealt +20%, Accuracy +10% and EN Cost x1.25. Aura (3). These effects also apply to this unit.

5) Miraculous Seeds: Same effects as Floating Mines. 5 rounds Hardpoints: 1.

6) Magic Card System (8): Same effects as Hardpoints.

7) Bone Golem: Same effects as Summon: Golem x the number of total destroyed units in battle, capping at 4 units. Hardpoints: 1

8) Call of Nature: Spirits of Nature that does nothing but Melee x 4 and Spirits of Nature which have melee and bows x 2. Same effects as Summon Hardpoint: 1

9) Genie Summon: Genie x 1. This Summon does not cost AP to perform, but instead gain HP Degen 5% for every turn that the Genie is out on the field. Same effects as Summon. Hardpoint: 1

10) Plant Wall: Totally-Not-Piranha Plants x 4 Same effects as Summon. Hardpoint: 1

11) Statue of Outrage: Ototaku Meister A Hopping Construct of Magic That Looks Like a Jester x 1. Same effects as Summon Hardpoint: 1

12) Celestial Light: Only damages units with the Undead or Demon type. Allied units hit by this attack are affected by Repair instead.

13) Eye of Lightning: This attack ignores all Stealth and Double Image abilities.

14) Earthquake: Automatically change the current terrain to Ruins for 3 turns when used in non-space terrains.

15) Last Breath: Allied units hit by this attack automatically deal damage equal to its maximum HP to a number of targets depending on its maximum HP when they're destroyed. Dodge Cost for those targets is +150%. This damage can't be negated or modified in any way and must be dodged as if you were Direct Attacked. This effects lasts for 3 turns i.e. if unit is not killed within 3 turns, the effects are automatically removed. This is a status attack.

16) Lightning Storm: Each hit of this attack may only target one unit.

Purchasing Cost: 600 Credits

Bone Golem

Statistics:

HP: 2500, EN: 40, Agi: 370

IS: 0, Move: G, Size: S, Rank: 1

Weapons:

[F] Melee (M)- 500 damage [+0%]

Inherent Abilities:

1) Golem, Undead

2) Countercut: Req: Martial Arts Mastery

Purchasing Cost: N/A. This is a summoned unit.

Spirits of Nature that does nothing but Melee

Statistics:

HP: 1500, EN: 40, Agi: 350

IS: 0, Move: G, Size: S, Rank: 1

Weapons:

[F] Melee (M)- 500 damage [+0%]

Inherent Abilities:

1) Spirits of Nature

2) Countercut: Req: Martial Arts Mastery

Purchasing Cost: N/A. This is a summoned unit.

Spirits of Nature which have melee and bows

Statistics:

HP: 1500, EN: 40, Agi: 350

IS: 0, Move: G, Size: S, Rank: 1

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] Bow- 600 damage, 5 EN/attack [+10%]

Inherent Abilities:

1) Spirits of Nature

2) Countercut: Req: Martial Arts Mastery

Purchasing Cost: N/A. This is a summoned unit.

Genie

Statistics:

HP: 5000, EN: 200, Agi: 300

IS: 0, Move: G, Size: S, Rank: 4

Weapons:

[F] Devastating Punch (M)- 1000 damage [+0%]

[+] Wind Magic (S)- 2500 damage, Spiritual Power, 10 EN/attack [+10%]

Inherent Abilities:

1) Genie

2) Countercut: Req: Martial Arts Mastery

3) Solar Panel L

Purchasing Cost: N/A. This is a summoned unit.

A Hopping Construct of Magic That Looks Like a Jester

Statistics:

HP: 1000, EN: 200, Agi: 200

IS: 0, Move: G, Size: S, Rank: 4

Weapons:

[H] None

Inherent Abilities:

1) Jester

2) This unit is always under the effects of the Provoke spirit command.

Purchasing Cost: N/A. This is a summoned unit.

Totally-Not-Piranha Plant

Statistics:

HP: 1500, EN: 50, Agi: ---

IS: 0, Move: G, Size: S, Rank: 3

Weapons:

[F] Bite (M)- 500 damage [+0%]

[+] Poisonous Thorns (SF:3)- 300 damage/3 EN, Acid [+10%]

Inherent Abilities:

1) Plant

2) Totally-Not-Piranha Plant may not dodge.

Purchasing Cost: N/A. This is a summoned unit.

Ryu Amazon Bylal

Statistics:

HP: 2400, EN: 180, Agi: 240

IS: 2, Move: G, Size: S, Rank: 11

Weapons:

[H] Heroism (S)- Morale Boost & Attack Boost 20% & Armor Break, 30 EN/attack [+0%]

[H] Equilibrium (S)- 40 EN/attack [+0%]

[H] Stone Skin- Mobility Break & Armor Boost 30%, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Pestilence- Burn, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Last Breath- Spiritual Power, 30 EN/attack, Hardpoints: 1 [+0%]

[H] Life Steal- HP Drain 10%, Spiritual Power, 20 EN/attack Hardpoints: 1 [+0%]

[H] Infection (S)- Mobility Break & Attack Break, Spiritual Power, 30 EN/attack [+0%]

[H] Fear- Spirit Lock & Stun, Spiritual Power, 30 EN/attack Hardpoints: 1 [+0%]

[H] Berserk (S)- Attack Boost 30% & Armor Break, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+10%]

[H] Blindness- Accuracy Break, Spiritual Power, 10 EN/attack, Hardpoints: 1 [+30%]

[H] Curse- Attack Break & Armor Break, Spiritual Power, 20 EN/attack, Hardpoints: 1 [+0%]

[H] Snare- 100 damage, Mobility Break, Spiritual Power, 3 EN/attack, Spiritual Power, Hardpoints: 1 [+0%]

[F] Melee (M)- 500 damage [+0%]

[F] Enhanced Glaive (M)- 1000 damage [+0%]

[F] Crashing Thunder- 2500 damage, 15 EN/attack [+10%]

[+] Acid (SV:5)- 300 damage/3 EN, Acid & Attack Break, Spiritual Power, Hardpoints: 1 [+10%]

[+] Fireball (S)- 2000 damage, Spiritual Power, 10 EN/attack, Hardpoint: 1 [+10%]

[+] Eye of Lightning- 2000 damage, Spiritual Power, 15 EN/attack, Hardpoint: 1 [+10%]

[+] Ice Arrow- 2500 damage, Mobility Break, Spiritual Power, 15 EN/attack, Hardpoint: 1 [+10%]

[H] Celestial Light (S)- 4000 damage, Barrier Pierce, Armor Pierce, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+30%]

[+] Lightning Storm (SF:5)- 1000 damage/5 EN, Spiritual Power, Hardpoints: 1 [+10%]

[H] Earth Fist (SF:4)- 1000 damage/8 EN, Spiritual Power, Hardpoints: 1 [+10%]

[+] Tornado (S)- 4000 damage, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+10%]

[+] Siccativus- 4500 damage, Burn, Spiritual Power, 25 EN/attack, Hardpoints: 1 [+10%]

MAP Attacks:

[+] Frost (I:3)- 1200 damage, Paralyze, Spiritual Power, 25 EN/attack Hardpoints: 1 [+0%]

[+] Fire Wave (I:6)- 1800 damage, Spiritual Power, 30 EN/attack, Hardpoints: 1 [+0%]

[+] Ice Sphere (T:3)- 2000 damage, Mobility Break, Spiritual Power, 30 EN/attack [+0%]

[H] Earthquake (I:4)- 3000 damage, Spiritual Power, 40 EN/attack, Hardpoints: 1 [+0%]

[+] Sphere of Magma (T:5)- 6000 damage, Spiritual Power, 100 EN/attack Hardpoints: 1 [+10%]

Inherent Abilities:

1) Ryu

2) Countercut: Enhanced Glaive

3) Retribution Aura: Pay 20 EN to gain the following effects for 5 turns: If you are attacked by a non-[+]-type attack, automatically deal 500 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

4) Miraculous Seeds: Same effects as Floating Mines. 5 rounds Hardpoints: 1.

5) Magic Card System (5): Same effects as Hardpoints.

6) Bone Golem: Same effects as Summon: Golem x the number of total destroyed units in battle, capping at 4 units. Hardpoints: 1

7) Call of Nature: Spirits of Nature that does nothing but Melee x 4 and Spirits of Nature which have melee and bows x 2. Same effects as b]Summon[/b] Hardpoint: 1

8) Genie Summon: Genie x 1. This Summon does not cost AP to perform, but instead gain HP Degen 5% for every turn that the Genie is out on the field. Same effects as Summon. Hardpoint: 1

9) Plant Wall: Totally-Not-Piranha Plants x 4 Same effects as Summon. Hardpoint: 1

10) Statue of Outrage: Ototaku Meister A Hopping Construct of Magic That Looks Like a Jester x 1. Same effects as Summon Hardpoint: 1

11) Celestial Light: Only damages units with the Undead or Demon type. Allied units hit by this attack are affected by Repair instead.

12) Eye of Lightning: This attack ignores all Stealth and Double Image abilities.

13) Earthquake: Automatically change the current terrain to Ruins for 3 turns when used in non-space terrains.

14) Last Breath: Allied units hit by this attack automatically deal damage equal to its maximum HP to a number of targets depending on its maximum HP when they're destroyed. Dodge Cost for those targets is +150%. This damage can't be negated or modified in any way and must be dodged as if you were Direct Attacked. This effects lasts for 3 turns i.e. if unit is not killed within 3 turns, the effects are automatically removed. This is a status attack.

15) Lightning Storm: Each hit of this attack may only target one unit.

16) Equilibrium: Units hit by this attack may not use any Spiritual Power weapons for 3 turns. This is a status effect. The user of this attack also has their Spiritual Power weapon disabled for the duration of the status effect.

17) Heroism: May only target allied units.

Purchasing Cost: 700 Credits

Once again. Fuck you Imban.

Cost to be added: 1650 + 700 + 150 x 2 + 113 + 38 x 2 = 2839 Credits t("t) er I mean d("d). Actually, I did mean t("t).

Edited by Nimbus Noa

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You should fix the tags on Bylal, rename the Spirits of Nature to "Dryad" and "Archer Dryad", and the Jester to "Jester Statue".

...I'm fine with the Pirahna Plant thing, and in fact have paid all 2839 Credits for this.

EDIT: Bylal's Heroism shouldn't be able to target enemies. It's really good as a hostile status effect and also totally wrong.

Edited by Imban

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Prototype Deimos

Classified Information Follows

---The Deimos Project---

Background Information:

Established in early NC 193 by a wealthy independent collector, the Deimos Project was a group of scientists, engineers, and mechatechnicians sent to an underground facility on the moon Deimos. The project sought to create a line of "ultimate" mobile weapons, but for a long time, no results came of it. The breakthrough in this project came in late NC 194, when what appeared to be historical records of long-ago conflicts were apparently discovered by Deimos Project staff. Upon this discovery, which allowed them to actually create solid plans, the Earth Federation immediately offered them both a contract and supplies. Finding there to be too much inspiration - that is, too many high-powered mobile weapons - in the records, the Deimos Project designed a series of mobile weapons to test and compare the various design possibilities.

  • Phobos: First creation of the Deimos Project, and widely considered a failure. The first of the Deimos Project units to be capable of All-Range Attack. Lost during a test run, late NC 196.
  • Prototype Deimos: Designed to be the culmination of the Deimos Project, the prototype Deimos only carries over the All-Range Attack and the Pulsed Beam Rifle, designed to penetrate barriers. Deployed in early NC 197, later used to track down the rogue Epimetheus. In late NC 198-01, Epimetheus and the Prototype Deimos joined forces to destroy the "Berserk" Proteus and free its pilot from the mind-splitting he had been subjected to.
  • Epimetheus: First of the Deimos Project's sub-units to be designed. Based on the archives of New Mobile Suit Report Gundam Wing, Epimetheus was considered capable of inflicting great damage. Equipped with the PX System and Twin Buster Rifle for testing, as well as a new-model ultra-high-output beam saber. Sadly, the pilot of this unit went rogue, taking the Epimetheus with him. With its nearly-infinite capacity for destruction, he is considered an incredible threat.
  • Charon: Completed as of NC 197-08. Designed around the archives of After War Gundam X, and intended to have its own accompaniment of unique GC-Bits, as well as a Satellite Cannon, possibly intended to replace the Twin Buster Rifle for main offense. Went rogue in NC 197-12, taking its legion of GC-Bits with it.
  • Proteus: Completed as of NC 197-10 and deployed immediately in order to recapture the renegade Epimetheus and Charon. Based on the partial archives of Turn-A Gundam, the blueprints were added to by a contribution from unknown sources. However, during a battle in NC 197-12, it was destroyed by units since labeled "Unknown X". Its self-repair system seemed to not function, but later it was found out that was not actually the case...
  • "Berserk" Proteus: Appeared in NC 198-01. Apparently, a giant-sized Proteus, surrounded by smaller copies of itself. Its pilot, believed dead, continuously cried out on the communications links as if he was being tortured, screaming for "release from his hell". Attacked everything in sight indiscriminately, and considered as great of a threat as the Devil Gundam of legend.
  • Proteus III: Constructed in NC 198-02 for the pilot of the original Proteus, once he was freed from the terrible power of Proteus's "sustenance". In the current dark times, with Charon still renegade, Deimos and Epimetheus need all the help they can get against the mysterious "Unknown X" forces.
  • Ceres: Not complete as of this report. Designed around the archives of Mobile Suit Gundam SEED and the incomplete archive of Mobile Suit Gundam SEED Destiny, but halted without explanation...
  • Prototype Deimos ver.2: Under heavy construction as of NC 198-02, to replace the aging Prototype Deimos. Hopefully, the upgrade will arrive in time for the Earth...
  • Deimos: The culmination of the Deimos Project.

Unit Information:

The second testbed unit for the Deimos Project. Not nearly as complete as the others when it was rushed into combat service, the Prototype Deimos was based only on the Mobile Suit Gundam archives, with little outside input.

Unit Statistics:

Unit type: Mobile Suit

Manufacturer: Deimos Project

First deployment: NC 197-02

Accomodation: pilot only, in standard cockpit in torso

Dimensions: head height 20.0 meters

Weight: empty 26.5 metric tons, gross weight unknown

Construction: gundarium alloy

Powerplant: Minovsky type ultracompact fusion reactor, output rated at 4520 kW

Propulsion: rocket thrusters

Design Features

  • Shield: The Prototype Deimos carries a Gundam-style shield with a beam cannon attached.
  • All-Range Barrier: The fin funnels on the Prototype Deimos are capable of creating an I-Field barrier between three or more of them.
  • Bio-Computer: A system originally developed for the F91 which acts as a reverse psycommu system, relaying combat information directly to the pilot's mind. This system was chosen for reproduction because it is usable by pilots who do not possess Newtype abilities, and it was unknown at the stage it was installed that the Prototype Deimos would be assigned to one of the Project's few Newtype pilots.
  • Dummy Launcher: Hand-mounted dummy balloon launchers.
  • Full Armor: To keep up with the rogue Deimos Project sub-units, the Prototype Deimos had a hastily-designed full armor form, granting it a bit of damage reduction as well as an 'extra life' in times of need.

Armaments

  • Vulcan: High-powered vulcan cannon mounted in the head.
  • Flashboom Kai: Waist-mounted missile launcher. Capable of damaging barrages, but carries little ammunition.
  • Beam Saber: Standard beam saber.
  • Pulsed Beam Rifle: Beam rifle that fires multiple short pulses rather than a solid beam. While less capable of penetrating some sorts of defense, those sorts of defense are generally out of the range of beam rifles, anyway.
  • Shield Beam Cannon: A beam cannon mounted on the Prototype Deimos's shield.
  • Ares Beam Cannon: Powerful beam cannon, for combat against more durable, resistant, or larger targets. Is mounted on the full armor system, and thus unusable when that is destroyed or not equipped.
  • D Hyper Bazooka: A powerful hyper bazooka, designed to blast through armored units.
  • All-Range Attack: Six fin funnels, mounted on a rack on the unit's left shoulder.
  • All-Range Full Burst: The Prototype Deimos's strongest attack, an all-out shooting attack with the fin funnels, the Ares Beam Cannon in one hand, and the D Hyper Bazooka in the other. Since it lacks the Ares Beam Cannon outside of its Full Armor form, it instead uses the Pulsed Beam Rifle and Shield Beam Cannon simultaneously when not so equipped.
Edited by Imban

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Prototype Deimos

Statistics:

HP: 4800, EN: 210, Agi: 250

IS: 2, Move: G, Size: M, Rank: 11

Weapons:

[F] Melee (M)- 600 damage [+0%]

[+] Vulcan- 600 damage, 20 rounds [+40%]

[+] Flashboom Kai (PGSF:4)- 600 damage, 8 rounds [+30%]

[F] Melee (MF:3)- 500 damage/3 EN [+0%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[+] Pulsed Beam Rifle (BSF:3)- 1100 damage, 36 rounds [+10%]

[+] Shield Beam Cannon (B)- 3800 damage, 6 rounds [+10%]

[+] D Hyper Bazooka- 5000 damage, 5 rounds [+20%]

[+] All-Range Attack (BSX:6)- 800 damage/5 EN, Req: Psychic Energy [+10%]

[+] All-Range Full Burst (BS)- 5400 damage, Barrier Pierce, 30 EN/attack [+35%]

MAP Attacks:

[+] All-Range Attack (BD:4)- 3500 damage, 30 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[+] Double Fin Funnel (BSX:15)- 1000 damage/5 EN, Req: Psychic Energy [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield: Shield Beam Cannon

3) Countercut: Beam Saber

4) Countershoot: Vulcan, Pulsed Beam Rifle , Shield Beam Cannon, All-Range Attack

5) All-Range Barrier (Barrier) same effects as Nu-Gundam I-Field

6) Bio-Computer (System)

7) Dummy Balloon Launcher (4)

8) Double Fin Funnel: Requires an allied unit with Double Fin Funnel piloted by a pilot with Psychic Energy to execute.

Purchasing Cost: 500 Credits

Prototype Deimos Heavy Weapon System

Statistics:

HP: 6500, EN: 250, Agi: 260

IS: 2, Move: G, Size: M, Rank: 12

Weapons:

[F] Melee (M)- 600 damage [+0%]

[+] Vulcan- 600 damage, 20 rounds [+40%]

[+] Flashboom Kai (PGSF:4)- 600 damage, 8 rounds [+30%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[+] Pulsed Beam Rifle (BSF:3)- 1100 damage, 36 rounds [+10%]

[+] Shield Beam Cannon (B)- 3800 damage, 6 rounds [+10%]

[+] Ares Beam Cannon (BS)- 5000 damage, 10 rounds [+10%]

[+] D Hyper Bazooka- 5000 damage, 5 rounds [+20%]

[+] All-Range Attack (BSX:6)- 800 damage/5 EN, Req: Psychic Energy [+10%]

[+] All-Range Full Burst (S)- 5800 damage, Barrier Pierce, 30 EN/attack [+35%]

MAP Attacks:

[+] All-Range Attack (BD:4)- 3500 damage, 30 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[+] Double Fin Funnel (BSX:15)- 1000 damage/5 EN, Req: Psychic Energy [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield: Shield Beam Cannon

3) Countercut: Beam Saber

4) Countershoot: Vulcan, Pulsed Beam Rifle , Shield Beam Cannon, All-Range Attack

5) Damage Received -15%

6) All-Range Barrier (Barrier) same effects as Nu-Gundam I-Field

7) Bio-Computer (System)

8) Separate (Prototype Deimos)

9) Dummy Balloon Launcher (4): Carries over when separating.

10) Double Fin Funnel: Requires an allied unit with Double Fin Funnel piloted by a pilot with Psychic Energy to execute.

Purchasing Costs:Not Applicable. To acquire this unit, purchase the Nu Gundam HWS Parts and install it onto Prototype Deimos.

Cost : 1800 + 825 = 2625 Apprvoed

Edited by Nimbus Noa

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Paid with giftcards. My apologies for this one. :P

Edited by Imban

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GNX-607T/ACBW GN-XII Sword Cannon

Classified Information Follows

---Mobile Suit Gundam 00: A Wakening of the Trailblazer---

Background Information:

While unused during the events of AD 2312 (Mobile Suit Gundam 00 Season 2) due to the development of the much better GNX-609T GN-XIII in 2311, the ELS Conflict caused all manner of units to be deployed for humanity's ultimate defensive line, including a few horribly outdated units such as MSJ-06II-E Tieren Space Types. It is unsurprising that several GN-XII units saw battle there. It being unsure as to what the best weapons for fighting the ELS threat would be, a few of them were refitted into this new variation, sacrificing a slight bit of speed for the ability to equip both a powerful sword and a powerful beam cannon.

Unit Statistics:

Unit type: Mobile Suit

Manufacturer: Earth Sphere Federation

First deployment: AD 2314

Accomodation: pilot only, in standard cockpit in torso

Dimensions: head height 19.0 meters

Weight: empty 70.0 metric tons, gross weight unknown

Construction: GN Composite Armor

Powerplant: GN Drive Tau

Design Features

  • GN Drive Tau: A powerful "fake solar furnace" that provides a large amount of power, but is still only usable for a limited time before recharging, much like a conventional engine. While Billy Katagiri developed the technology for GN Drive Tau-equipped units to enter Trans-Am, it was not refit onto old, mothballed units for practical reasons.

Armaments

  • GN Vulcan Guns: Two head-mounted beam vulcans.
  • GN Claws: The GN Composite Armor that a GN-XII is constructed of is reinforced enough by GN Particles to allow for melee attacks that do not risk damaging the unit.
  • GN Beam Saber: Two GN beam sabers.
  • GN Buster Sword: A large physical blade mounted on the GN-XII Sword Cannon's left shoulder. Reinforced with GN Particles while in use to increase its keenness, and capable of slashing through mobile suits with a single blow.
  • GN Cannon: A large beam cannon mounted on the GN-XII Sword Cannon's right shoulder, based on the GNW-001 Gundam Throne Eins. Can easily vaporize mobile suits in a single shot.

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GNX-607T/ACBW GN-XII Sword Cannon

Statistics:

HP: 3200, EN: 160, Agi: 275

IS: 3, Move: F/G/H, Size: M, Rank: 4

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 3 EN/shot [+40%]

[F] GN Claws (M)- 600 damage [+0%]

[F] GN Beam Saber (BM)- 1300 damage [+0%]

[F] GN Buster Sword- 2800 damage, Barrier Pierce, 15 EN/attack [+20%]

[+] GN Cannon (BS)- 4000 damage, 20 EN/attack [+20%]

MAP Attacks:

[+] GN Cannon (BI:3)- 3000 damage, 20 EN/attack [+0%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: GN Beam Saber, GN Buster Sword

3) Countershoot: GN Vulcan Guns, GN Cannon

4) Stealth

Replacement Cost: 40 Credits (GNX-607T GN-XII)

Cost to be added: 300 Credits (Approved)

Edited by Nimbus Noa

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