Post by AgentMercury on Mar 22, 2017 2:23:29 GMT -3
Class: Blaster
Cost: 50
Stats:
HP: 210
SP: 300
ATK: 30
DEF: 12
ACC: 25
EVA: 26
Luck: 2
[/ul][/ul]Skills:
- BLAM!
- Target: Area
- SP: 8%
- # of Hits: 3
- Hit/Crit: 92%/16%
- DMG Type: Ranged Gun Energy Explosion
- DMG: 1-3 * 3d3
- Properties:
- Ammo Cell
- Requires 1 Ammo Cell
- Gains Extra Turn
- Not required for Follow-Up or Counter
- Ammo Cell
- Applied Effects:
- Pain
- Duration: 3 Rounds
- Take 10% more DMG per stack
- Can stack up to 5 times
- Pain
- MURDERED YOU!
- Target: Single
- SP: 13%
- # of Hits: 1
- Hit/Crit: 92%/16%
- DMG Type: Ranged Gun Energy
- DMG: 11-14 * 1d5
- Properties:
- Ammo Cell
- Requires 2 Ammo
- Gains Extra Turn
- Not required for Follow-Up or Counter
- Applied Effects:
- Targeted
- Duration: 1 Round
- Attacks against target guaranteed to Hit and Crit
- Attacks against target ignore most Avoidance effects
- Melt Armor
- Duration: 2 Rounds
- All attacks against target ignore DEF
[/li][li] BLAM BLAM BLAM!
- Target: Area
- SP: 17%
- # of Hits: 5
- Hit/Crit: 92%/16%
- DMG Type: Ranged Gun Radiation Tech
- DMG: 2-4 * 5d3
- Properties:
- Ammo Cell
- Requires 3 Ammo Cells
- Gains Extra Turn
- Not required for Follow-Up or Counter
- Ammo Cell
- Applied Effects:
- Pyrophoric (Target)
- Nearby Fire and Explosion attacks cause Explosion DMG on target
- Take 10% of max HP
- Nimble (Self)
- Duration: 2 Rounds
- Roll 1d2 when attacked by Melee or Ranged attacks
- If 1, avoid attack
- Pyrophoric (Target)
[/li][li] KERPLOWIE!
- Target: Area
- SP: 25%
- # of Hits: 3
- Hit/Crit: 80%/14%
- DMG Type: Ranged Gun Radiation Tech Energy Explosion
- DMG: 13-15 * 3d3
- Properties
- Combustible
- Attacks against Burning targets are guaranteed to crit
- Exploit Opportunity
- Deals extra DMG against targets with Cornered, Exhausted, Impaired, Neutralized, Off-balance, Staggered or Winded
- Deals +20% DMG for each debuff
- Wild Shots
- Has a low chance to hit
- Ammo Cell
- Requires 5 Ammo Cells
- Gains Extra Turn
- Not required for Follow-Ups or Counters
- Combustible
[/li][/ol][/div][/b][/div][/b]
- Reload
- Recharge Alternate
- Target: Self
- SP: 4%
- DMG Type: Buff
- Applied Effects:
- Ammo Cell x3
Passive Abilities:
- Ammo Cell (0/5)
- Ammunition for abilities that require Ammo Cells
- Grants Extra Turn on actions that require Ammo Cells (No Exhausted)
- Stacks up to 5 times
- Trigger Happy
- When ally uses Follow-Up or Counter, roll 1d5
- If 1, 3, or 5, Follow-Up with BLAM!
- Requires at least 1 Ammo Cell to activate
- Can proc up to 2 times per round
- Half-Cocked
- Start combat with 3 Ammo Cells
- Start combat with 3 Ammo Cells