Crypto

Level: 58

HP: 12,400 (13,400 w/Level 3 Body Shield)

Attack: 131

Sentinel ESR: 400 (611) [1,833]

Defense: 131

Crypto’s Incognito Outfit: 100 (311)

Level 3 Body Shield: 100 (180) {491}

Agility: 160

Skill: 210

Speed: 160

Movement: 6

Items:

Sentinel ESR: An anti-personnel, bolt-action Energy sniper rifle contracted to Paradinha Arsenal by Lastimosa Armory. This sniper is equipped with Disruptor Rounds, dealing EMP damage during “Critical Strikes“. Base 400 Energy-type damage

Crypto’s Incognito Outfit: A unique outfit designed to hide the identity of its wearer. Crypto outfitted the inside of the white trenchcoat with gear to boost his hacking prowess even further. Reinforced with Ballistic Plating. Grants resistance to Bullet-type damage. Base 100 Armor

Level 3 Body Shield: A powerful Overshield. Boosted by Energy proficiency and items. Base 1,000 HP. Base 100 Armor.

1- Ultimate Accelerant: A powerful item that completely refreshes all cooldown times on abilities (excluding per battle, day, week, etc.). Takes a turn to use.

2- Shield Battery: A battery used to charge Overshields. Completely restores damaged Overshields. Takes a turn to use.

2- Med-Kit: A pack of first aid items that can be used to restore health. Completely restores HP if Overshield is fully charged, otherwise restore 40%. Takes a turn to use.

Abilities:

Drone EMP: Crypto Signature Ability. Once every 5 turns, this unit can use their drone to deploy a massive EMP blast. This blast has 10 range and will disable all electronics for 3 turns, including units, shields, and weapons. This can only be done if “Surveillance Drone” has been activated. Costs 5 exp

Surveillance Drone: Crypto Signature Ability. This unit can take a subaction to deploy a controllable drone. This drone can travel 20 spaces from this unit and will see all units within 10 range of the drone, whether or not they are invisible, concealed, behind cover, etc. Allied units will have +20 Hit against all enemies within 5 range of the drone. This drone can perform any ability this unit has. Costs 5 exp

Neurolink: Crypto Signature Ability. This unit is linked to their drone. This unit gains +20 Hit and Avoid against any units within the drones scan range. Costs 4 exp

Analyze: If this character consistently attacks a foe, they will gain a boost to their Skill. If this unit hits an enemy, they will gain a +5 boost. If this unit misses an enemy, they will gain a +15 boost. These boosts will disappear when this unit changes targets or if this character is affected by a stat clearing move. 4 exp

Clever Fighter: This character is cunning and shrewd, aware of all the happenings of the battlefield. This knowledgeable premonition allows this unit to take half damage from Assault moves, Perfect Blow, Backstab, and Critical Strike. 6 exp

Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp

Evaluate: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp

Hacker: This character may attempt to hack any technology they are familiar with, including robots, weapons, armor, and vehicles. This will have varying effects depending on the item. Costs 3 exp

Headshot: This character can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character’s Skill is +20 higher than the Agility of the target. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs 5 exp

Master Hacker: This character is extremely adept at hacking. Their attempts to hack have a greatly increased chance of success. They may also completely rewrite the target’s coding, giving them the ability to alter abilities. Costs 5 exp or Ascended Science

Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp

Strategist: Remove a first level ability from a unit within 5 spaces. The unit cannot use that ability until this unit falls in battle, or the end of the battle. Strategist cannot remove an equal level Strategist. May only be used once per enemy. Does not work on signature or innate abilities. 4 exp

Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp

Proficiency:

5A Marksman: 80

5A Armor: 80

1AA Science: 100

Weak to Explosion and Plasma. Resist Energy.

Caps:

HP: Normal
Attack: 400
Defense: 400
Agility: 370
Skill: 420
Speed: 370

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