Mehk and Dynamo are Dynamo King!
Aug 18, 2022 22:54:49 GMT -6
Post by Gaia on Aug 18, 2022 22:54:49 GMT -6
Dynamo King
Mehk Susahu
Description: Mehk was crippled as an early officer within the Satella Police, before he rose through the ranks. He ambulates using a Real Wave chair that floats off the ground, and has many of the same functions as a Real Wave car, although his is outfitted with an option to convert the chair into its Satella Police colors and capabilities. The chair is sleek and compact in design, forming around his nonfunctional legs to protect them from further harm and arcing up behind his back to provide plenty of support, with a desk in front of him that acts as a work station and a place to direct the device when he needs to.
Aside from his ambulatory device, Mehk is a somewhat lanky and immediately studious-looking individual, with broad, black glasses over his sea blue eyes and a kind, naturally calm face that has a welcoming appeal to it. Straight-cut, jet-black hair falls from his head and is cut at neck-length, just above the collar of his uniform, and is cut short of falling onto his eyebrows.
A childhood injury had left him unfit for many sports throughout his life, and further injury on the job only worsened that, leaving Mehk only capable of using his upper body. When in his civilian clothes, Mehk enjoys wearing reds, golds, blacks, and yellows, which compliment his wave form, and typically wears close-fitting tops with long sleeves to protect his skin, as it is a bit fairer than most. In uniform, he wears a white jacket with a blue undershirt, white pants, black gloves, and boots. To complete the outfit, he has the signature orange Visualizer that the Satella Police are known for. His Hunter V-G is Satella-issued, being stark white with his badge designed at the top.
Personality: Mehk is a cunning and personable intellect, naturally inquisitive and interested in the world at large around him. Kind spirited, he has overcome his social awkwardness and adapted to be a light-hearted, enthusiastic, and sociable character in whatever room he finds himself in. He cannot help but bring his intellect and his scrying eyes everywhere with him, especially since he is now bound to his chair. Respectful, diligent, thorough, and loyal, Mehk's character has grown much since his time with the satella police.
Biography: Mehk was born and raised on Shisa Island, away from the world but very close to a rich culture and history with plenty of technological wonders to study and become fascinated by. Plagued with hardship from a young age, Mehk's life was anything but simple, but, as he looks back on it, he cannot say it was bad.
He lost his parents to an Earthquake on the island when he was still young, when the Environmental System went out of control unexpectedly. He secluded himself away out of deep-seated self-guilt that he was somehow to blame, being taken care of by a distant family member that didn't quite sign up for taking care of a young boy. An accident at Shisa Castle just a few short years later rendered one of his legs injured beyond repair, slowing him down further. Without the resources to leave the island or a family that cared about him, he became quite despondent, withdrawn, and frustrated. Even as his house and life was designed with accessibility in mind, Mehk just felt bitter.
Mehk met his battle wizard, Monoceros, after the FMian crash landed on Shisa Island sometime after the initial FMian invasion. Drawn by bitterness and anger, Monoceros fed into these emotions with Mehk and encouraged him to use them to lash out. The two were unlikely comrades, both of them naturally aversive to people, but one with a violent tendency and the other with the desire to just be left alone. No matter how much coercion Mehk was subject to, though, he just didn't have the passion or the drive to go so far as to hurt anyone - Monoceros had plenty of negativity to feed on, but could not make the young teen go crazy.
What finally accomplished piquing Mehk's interest was when Monoceros explained the prospect of wave change. With the potential to leave the island at his grasp, Mehk was sold, and signed on without question. Monoceros could not help but adopt Mehk's simple-minded and pure love for the world that they lived in, the young man quite convincing with his passions. What would follow was a burgeoning friendship, interrupted sporadically by ill-intentioned scientists and researchers coming after the alien, and one succeeding in capturing him. After getting assistance from the Satella Police, he was able to find his friend, but not before he was deleted. Scientists used data that was left over to rebuild his wizard, and that was how Dynamo was born.
The creation of Dynamo from what was left of Monoceros left a lot of balancing factors out; Dynamo, able to harness the negative emotion of fury far more powerfully than even Monoceros could, often went completely berserk if left unchecked. Mehk had to be careful with him, and eventually had to completely withdraw the duo from active duty due to the amount of danger the ill-tempered and undisciplined wizard presented. It was just as they were getting into the grove of mastering their emotions that an interloper attacked the Satella Police HQ and caused incredible damage, Mehk being further hurt in the crossfires, even his wave conversion not strong enough to save him from being crippled from the waist down.
After his whole life was redefined, and options were explored, his life finally settled down as a Satella Police Commando, acting as a connections specialist and data analyst on the side for the GSP.
{
Attack +10 x3
Barrier x2
Guard v4 x2
Recovery v4 x3
Cannon x3
Spirit Fury v4 x3
Mini Grenade x3
Sword x3
Radar Missile x2
Status Hook x3
Buki v4 x1
Black Hole v4 x3
Panel Format x1
Aura x1
Noise Cluster x1
Card Library -
Invisible x2
Status Hook x2
Drill Arm x2
Synchro Hook x5
Mu Tech x1
Ghost Hat x1
Death Scythe x1
Guardian x1
Card Folder
Custom Duration : 10 Turns | 2 Mega (5 Per Folder), 1 Giga
}Paralyze Plus x2Custom Duration : 10 Turns | 2 Mega (5 Per Folder), 1 Giga
Attack +10 x3
Barrier x2
Guard v4 x2
Recovery v4 x3
Cannon x3
Spirit Fury v4 x3
Mini Grenade x3
Sword x3
Radar Missile x2
Status Hook x3
Buki v4 x1
Black Hole v4 x3
Panel Format x1
Aura x1
Noise Cluster x1
Card Library -
Invisible x2
Status Hook x2
Drill Arm x2
Synchro Hook x5
Mu Tech x1
Ghost Hat x1
Death Scythe x1
Guardian x1
Dynamo
Description: Dynamo's wavelength is solid and stout, granting the wave being a bulky set of fiery white-red waves that compose the extremities of his body, and a housing of sturdy, darker red armor with black and gold trim over his chest plate, gauntlets, and a metallic helm contorted into the shape of a rhino's face, with a magnificent ivory white horn sprouting from the tip of the wizard's nose.
Personality: In a word, Dynamo is ostentatious, and, well, dynamic. Loud, boisterous, a little frank, and quite plainly sometimes rude, Dynamo has a hedonistic, thrill-seeking personality that gets him into more trouble than it does good. He knows the law pretty well, since he did download it when joining the Satella Police with Mehk, and he does his best to stay in it, but is quick-tempered and unyielding in his conviction to mete out justice, which typically just involves violence.
Biography: While his life technically began as Monoceros, the FMian, Dynamo remembers very little of his time in that life, no matter how long it may have been. Dynamo has been with Mehk for his entire working memory, and while the two couldn't be more different, he would not trade Mehk for anything in the world; indeed, the battle wizard actively and readily fights with the GSP Commando.
Dynamo was designed with battle in mind, and had an on-board data analyzer built into his systems, synced with satella police databases that made him a natural in busting viruses. Designed with a program that takes rage and amplifies it, the negative emotion acts as a fuel for Dynamo, pushing him beyond his normal limits and beyond general reason in terms of both strength and durability.
During his time away from Mehk after the incident at the Satella Police Headquarters, Dynamo was stationed in multiple areas around the world, assisting in dealing with Virus and related Wave concerns, and also assisted in forwarding some of Mehk's office work in a physical sense, making sure it got from the screen to action, while the team worked on his chair. Dynamo's respect for his partner only grew during this time, and, now that the two are together again, they are inseparable.
{
Handle - CEPele
Message - <Insert message>
Secret - <Insert secret>
Favorite Cards - Recovery Lv4 | Black Hole Lv4 | Panel Format | Noise Cluster
Brotherband - Cherish Pele
}Handle - CEPele
Message - <Insert message>
Secret - <Insert secret>
Favorite Cards - Recovery Lv4 | Black Hole Lv4 | Panel Format | Noise Cluster
{
Augmented Armor [AM] <300 LP>
Passive Ability Wave
Effects: The user reduces the damage of all incoming attacks by 1 Full Damage Level, to a minimum of Pathetic. This Ability Wave cannot be equipped multiple times.
Undershirt [TV] <200 LP>
Passive Ability Wave
Effects: The user survives an otherwise fatal turn of Damage, leaving them with Pathetic Health. Useable once per battle. The Undershirt is ignored by any attack that the user is weak to.
Defender <200 LP>
Passive Ability Wave
Effects: The user gains +2 Multi-Use to apply as desired to defensive abilities.
Ability Specialist [TV] <200 LP>
Passive Ability Wave
Effects: The user adds +1 Multi-Use to all Abilities.
Ability Waves
Link Power : 900
}Link Power : 900
Augmented Armor [AM] <300 LP>
Passive Ability Wave
Effects: The user reduces the damage of all incoming attacks by 1 Full Damage Level, to a minimum of Pathetic. This Ability Wave cannot be equipped multiple times.
Undershirt [TV] <200 LP>
Passive Ability Wave
Effects: The user survives an otherwise fatal turn of Damage, leaving them with Pathetic Health. Useable once per battle. The Undershirt is ignored by any attack that the user is weak to.
Defender <200 LP>
Passive Ability Wave
Effects: The user gains +2 Multi-Use to apply as desired to defensive abilities.
Ability Specialist [TV] <200 LP>
Passive Ability Wave
Effects: The user adds +1 Multi-Use to all Abilities.
Access Card
Power Bond
Passive Access Card
Effects: The user's stored charges are only dropped if they are struck by an attack that has been charged with more actions/turns than their greatest stored charge.
Gamma Wave
Potentiality
A vessel that simply acts as a catalyst for the user's own latent power . . .
° +2 Passive Ability Slots.
° +5 Abilities
A vessel that simply acts as a catalyst for the user's own latent power . . .
° +2 Passive Ability Slots.
° +5 Abilities
Noise Hand
Queen of ♦ :: Auriga Noise
° Tactical Command - While at or above 150% Noise, one of the user's Defenses ignore the rules for Mandatory Cooldown.
Queen of ♥ :: Lyra Noise
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount per prestige and can trigger one additional time per turn.
Dynamo King
Description: As Mehk and Dynamo wave converge, prominent yellow and red-white energy coruscates from around their bodies, their two wavelengths joining as one to create Dynamo King.
Taking Mehk to his full height, Dynamo King rises to a solid 6'2" tall, the brutish wave warrior wearing red, bulky armor with black inlays carved into it. The transformation favors Dynamo's bulk and physique, transforming Mehk's body into a muscular and hardy build, a heavy red breastplate made from tiered triangular plates protecting his torso, and the final tier of the armor being flat against his stomach, outlining the impressive musculature the transformation offers. Black trim runs along the edges of the triangular plates, and runs up the edges of the suit, the hardy armor leaving no room for weakness or lack of protection. Sturdy, spherical pauldrons surround Dynamo King's shoulders, leading into a relatively simple red plating that courses down his arm until his forearm. On his right forearm, Dynamo King sports a massively oversized red gauntlet in the design of a rhinoceros' hoof, about half a foot in diameter, with a powerful spike sprouting from the rear end of the gauntlet that can be used as an angular shield. The red armor plating ends at the edge of the gauntlet, as a hard, black metal forms the end of it, looking like a hydraulic press attached to the end of his arm. Powerful boosters are visible along the edges of the back of the gauntlet, obviously intending to produce propulsive force to increase the weight of the impact, with exhaust vents on either side of it. Without question, this oversized gauntlet acts as Dynamo King's main offensive outlet.
The other arm sports a red gauntlet with black studs inlaid on the knuckle, but is otherwise normally sized for the bulky wave warrior. His shins are outfitted with armor plates that resemble the growth on his right arm, powerful rhinoceros hooves made from black metal pounding against the ground as he moves, the golden inlay of the armor streaking up the sides of his legs, around his waist, and up the edges of his torso. Dynamo King's face has the design of a rhinoceros, sporting an elongated snout, black-plated maw, a set of deep-set, dark red eyes, and a prominent white horn sprouting from the end of his snout.
Version/Prestige
Experience: 12,000 | +100% from all sources
Version: 20
Prestige: 10
Zenny: 76,750z
Noise Frags: 56
Statistical Information
Traits:
{- Main Trait: Break Ω (Lv5)}-- - The user's Base Damage increases by 1 Damage Level per [Break Focus].
-- The user increases all Powerful effects by 3 levels.
-- The user decreases the total number of Empty Damage Levels between High and Great, and Great and Immense by 1. At Lv 4, decrease the total number of Empty Damage Levels between Immense and Incredible, Incredible and Astounding, and Astounding and Outstanding by 1. This only applies for the purposes of adding levels to increase the user's damage.
-- [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 3 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
-- Ω - One damage level added to each attack can be treated as a Full Damage Level, instead. The user removes 1 Empty Damage Level between all Damage Levels. This only applies for the purposes of adding levels to increase the user's damage.
-- The user increases all Powerful effects by 3 levels.
-- The user decreases the total number of Empty Damage Levels between High and Great, and Great and Immense by 1. At Lv 4, decrease the total number of Empty Damage Levels between Immense and Incredible, Incredible and Astounding, and Astounding and Outstanding by 1. This only applies for the purposes of adding levels to increase the user's damage.
-- [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 3 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
-- Ω - One damage level added to each attack can be treated as a Full Damage Level, instead. The user removes 1 Empty Damage Level between all Damage Levels. This only applies for the purposes of adding levels to increase the user's damage.
{- Sub Traits: Light Lv4, Null Lv4, Support Lv1}
-- The user gains +1 Stack of Multi-Use to all abilities that summon defenses or reduce damage.
-- User restores 8% Health per 100% max health they possess each turn.
-- The user and all allies take -2 Full Damage Levels from all attacks.
-- User gains access to Restore Tier 2 and Restore Tier 3.
-- User gains a Strength to a number of proficiencies equal to their [Null Affinity]. Break, Fire, Blade, Shadow selected.
-- User benefits from the positive effects of Grass and Fire panels while they are active.
-- User may gain an immunity to one Status Effect of choice after cleansing it for the remainder of battle. They can change this effect at any time after they cleanse a status effect.
-- [Void Heal] - On use, the next Null Element attack used triggers Natural Regen, regardless of if it has already activated this turn, causing the user to gain HP equal to the damage of the attack. 3-Turn CD between uses.
-- User increases all healing effects by 1 Damage Level per [Support Enhancement].
-- Recovery Baselines' Mandatory Cooldown is decreased to 1 turn.
-- [Active Ability - Blessing] - The selected Support Baseline effect applies to all allies on use. 3-turn CD between uses.
-- The user gains +1 Stack of Multi-Use to all abilities that summon defenses or reduce damage.
-- User restores 8% Health per 100% max health they possess each turn.
-- The user and all allies take -2 Full Damage Levels from all attacks.
-- User gains access to Restore Tier 2 and Restore Tier 3.
-- User gains a Strength to a number of proficiencies equal to their [Null Affinity]. Break, Fire, Blade, Shadow selected.
-- User benefits from the positive effects of Grass and Fire panels while they are active.
-- User may gain an immunity to one Status Effect of choice after cleansing it for the remainder of battle. They can change this effect at any time after they cleanse a status effect.
-- [Void Heal] - On use, the next Null Element attack used triggers Natural Regen, regardless of if it has already activated this turn, causing the user to gain HP equal to the damage of the attack. 3-Turn CD between uses.
-- User increases all healing effects by 1 Damage Level per [Support Enhancement].
-- Recovery Baselines' Mandatory Cooldown is decreased to 1 turn.
-- [Active Ability - Blessing] - The selected Support Baseline effect applies to all allies on use. 3-turn CD between uses.
[Strengths] - Martial, Summons, Dark, Toxin, Break, Fire
[Weaknesses] - Chaos
Health: 550%
Natural Regen: 40%
Defense: -6 Full Damage Levels (Prestige + Wave + Light)
{
Total Abilities : 19 | 4 (v1) + 5 (v3, 6, 12, 18, 21) + 5 (Prestige) + 5 (Potentiality)
Passive Slots : 7 | 1 (v1) + 2 (v10, 20) + 2 (Prestige) + 2 (Potentiality)
[Passive Ability - Furious Prominence]
Benefit: +1 Subtrait. +5 Trait Levels.
[Passive Ability - Indomitable]
Benefit: User gains Moderate defense each time they are hit by a full attack. Caps at an Outstanding amount.
[Passive Ability - Photic Overflow]
Benefit: User's Natural Regen can trigger two additional times each turn.
[Passive Ability - Photic Charge]
Benefit: User's HP Defenses restore health to their user equal to their current HP whenever they are destroyed. This can overheal a target until the end of their turn. Dynamo King can freely destroy his HP Defenses at any time.
[Drawback] Dynamo King cannot Dodge attacks or use Undershirts.
[Passive Ability - Battle Mind]
Benefit: +5 Tiers of Charge.
[Passive Ability - Furious Might]
Benefit: Increase user's Damage by 2 Full Damage levels.
[Passive Ability - Insurmountable]
Benefit: Increase Health by +250%.
[Trigger Ability - Eminence]
Benefit: Whenever one of the user's attacks is parried, increase the user's damage by +4 Full Damage Levels for 2 turns.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Trigger Ability - Furious Focus]
Benefit: Whenever one of the user's charged attacks hits a target, the user applies -2 Cooldown to 1 attack or ability for 1 use.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Kaiser Shield]
Benefit: Shield with 50% Health. If destroyed while at full health, user's next HP-defense gains health equal to this shield's before being destroyed.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Omega Barrier]
Benefit: Barrier with 90% Health. If destroyed while at full health, user's next HP-defense gains 4 stacks of Endure.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Hope's Beacon]
Benefit: Aura with 50% Power.
Drawback: [9-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Recussive Defense]
Benefit: Reflector with 10% Health. Reflects all damage received back at its attacker, to a minimum of an Outstanding amount.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Illustrious Font]
Benefit: Ignores the triggered and mitigation-piercing effects of 1 incoming attack.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Furious Resolve]
Benefit: Only takes the base, unaugmented damage of 1 incoming attack.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Overflowing Prominence]
Benefit: Restores 50% HP per turn for 2 turns. When this recovery triggers, benefit from a Tier 3 Recovery.
Drawback: [10-Turn Mandatory CD] [Multi-Use: 6]
[Active Ability - Unceasing Fury]
Benefit: Summons a Kaiser Shield with HP equal to the highest HP total of an HP defense used thus far.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
[Active Ability - Prominence]
Benefit: Restores health as though Dynamo King had triggered his Natural Regen its maximum number of times that turn.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
[Active Ability - Vigilance]
Benefit: Immediately gain an additional instance of Multi-Use for another attack or ability.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
Abilities
}Total Abilities : 19 | 4 (v1) + 5 (v3, 6, 12, 18, 21) + 5 (Prestige) + 5 (Potentiality)
Passive Slots : 7 | 1 (v1) + 2 (v10, 20) + 2 (Prestige) + 2 (Potentiality)
[Passive Ability - Furious Prominence]
Benefit: +1 Subtrait. +5 Trait Levels.
[Passive Ability - Indomitable]
Benefit: User gains Moderate defense each time they are hit by a full attack. Caps at an Outstanding amount.
[Passive Ability - Photic Overflow]
Benefit: User's Natural Regen can trigger two additional times each turn.
[Passive Ability - Photic Charge]
Benefit: User's HP Defenses restore health to their user equal to their current HP whenever they are destroyed. This can overheal a target until the end of their turn. Dynamo King can freely destroy his HP Defenses at any time.
[Drawback] Dynamo King cannot Dodge attacks or use Undershirts.
[Passive Ability - Battle Mind]
Benefit: +5 Tiers of Charge.
[Passive Ability - Furious Might]
Benefit: Increase user's Damage by 2 Full Damage levels.
[Passive Ability - Insurmountable]
Benefit: Increase Health by +250%.
[Trigger Ability - Eminence]
Benefit: Whenever one of the user's attacks is parried, increase the user's damage by +4 Full Damage Levels for 2 turns.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Trigger Ability - Furious Focus]
Benefit: Whenever one of the user's charged attacks hits a target, the user applies -2 Cooldown to 1 attack or ability for 1 use.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Kaiser Shield]
Benefit: Shield with 50% Health. If destroyed while at full health, user's next HP-defense gains health equal to this shield's before being destroyed.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Omega Barrier]
Benefit: Barrier with 90% Health. If destroyed while at full health, user's next HP-defense gains 4 stacks of Endure.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Hope's Beacon]
Benefit: Aura with 50% Power.
Drawback: [9-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Recussive Defense]
Benefit: Reflector with 10% Health. Reflects all damage received back at its attacker, to a minimum of an Outstanding amount.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 7]
[Active Ability - Illustrious Font]
Benefit: Ignores the triggered and mitigation-piercing effects of 1 incoming attack.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Furious Resolve]
Benefit: Only takes the base, unaugmented damage of 1 incoming attack.
Drawback: [3-Turn Mandatory CD] [Multi-Use: 9]
[Active Ability - Overflowing Prominence]
Benefit: Restores 50% HP per turn for 2 turns. When this recovery triggers, benefit from a Tier 3 Recovery.
Drawback: [10-Turn Mandatory CD] [Multi-Use: 6]
[Active Ability - Unceasing Fury]
Benefit: Summons a Kaiser Shield with HP equal to the highest HP total of an HP defense used thus far.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
[Active Ability - Prominence]
Benefit: Restores health as though Dynamo King had triggered his Natural Regen its maximum number of times that turn.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
[Active Ability - Vigilance]
Benefit: Immediately gain an additional instance of Multi-Use for another attack or ability.
Drawback: [5-Turn Mandatory CD] [Multi-Use: 4 MAX]
{
Transformations
}{
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise.
-- Grants the user's Break Skill attacks and battle cards +Moderate Damage to their first hit.
-- Deal +25% Damage.
-- Increases the user's Basic Attack Damage when benefitting from Charge by a 20%. Basic attack becomes a Break/Light Trait Ranged Basic Blast when benefitting from Charge.
--- Indefinite Duration, but only active while the user remains at or above 75% Noise.
Resonate Noise - Vermillion Noise Form
The light emitted by Dynamo King's form becomes darker in hue and more malevolent in nature, steaming off of him in dark shades of red that coil about his body. His armor shifts in hue to match it, Dynamo King's demeanor becoming more led by his natural rage.
}The light emitted by Dynamo King's form becomes darker in hue and more malevolent in nature, steaming off of him in dark shades of red that coil about his body. His armor shifts in hue to match it, Dynamo King's demeanor becoming more led by his natural rage.
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise.
-- Grants the user's Break Skill attacks and battle cards +Moderate Damage to their first hit.
-- Deal +25% Damage.
-- Increases the user's Basic Attack Damage when benefitting from Charge by a 20%. Basic attack becomes a Break/Light Trait Ranged Basic Blast when benefitting from Charge.
--- Indefinite Duration, but only active while the user remains at or above 75% Noise.
{
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise.
-- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +High Damage to the first hit. Stacks if multiple would apply.
-- Deal +25% Damage. Can trigger natural regen 2 additional times each turn.
-- Three attack gains +110% Damage. [4-CD] [Multi-Use: 2]
-- Increases the user's Basic Attack Damage when benefitting from Charge by a 20%. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge.
-- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation.
--- 5 Turn Duration. Ended prematurely if struck by an attack they are weak to.
Name: Enduring Roar
Baseline: High Ordinance
Trait || Range: Light
Description: An incredible roar that fires an eruption of energy. The radiant light bathes his enemy in his fury, but restores him in the process.
Damage: 110% [Outstanding + 4 Overcap + 20%]
Attack Effects: Drain occurs per enemy hit. [1-Turn Full Charge] [7-Turn Mandatory CD] [Standard Card Sacrifice] [Hits All] [Drain (Immense)]
Vibrant Noise - Kaiser Noise Form
The light further amplifies and begins flowing off of Dynamo King in coruscating flares, motes of light drifting off of his body in dark red and orange hues to contrast the warm glow he normally emits. Even more power at his disposal, the fury that drives his wave conversion amplifies his prowess beyond reason.
}The light further amplifies and begins flowing off of Dynamo King in coruscating flares, motes of light drifting off of his body in dark red and orange hues to contrast the warm glow he normally emits. Even more power at his disposal, the fury that drives his wave conversion amplifies his prowess beyond reason.
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise.
-- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +High Damage to the first hit. Stacks if multiple would apply.
-- Deal +25% Damage. Can trigger natural regen 2 additional times each turn.
-- Three attack gains +110% Damage. [4-CD] [Multi-Use: 2]
-- Increases the user's Basic Attack Damage when benefitting from Charge by a 20%. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge.
-- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation.
--- 5 Turn Duration. Ended prematurely if struck by an attack they are weak to.
Name: Enduring Roar
Baseline: High Ordinance
Trait || Range: Light
Description: An incredible roar that fires an eruption of energy. The radiant light bathes his enemy in his fury, but restores him in the process.
Damage: 110% [Outstanding + 4 Overcap + 20%]
Attack Effects: Drain occurs per enemy hit. [1-Turn Full Charge] [7-Turn Mandatory CD] [Standard Card Sacrifice] [Hits All] [Drain (Immense)]
{
Resonate - Remnant - Saurian (3/4)
A flooding of power that reminds one of a strength that forever changes any who interacts with it . . .}
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user, if the user has 150% or more noise. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain access to Fire and Break as additional Main Elements. One is chosen at Omega benefit.
Fire Ω
- The user adds their [Fire Affinity] as an additional stacking Static Damage modifier to an attack per turn its charge is held, counting as only a single damage modifier.
- The user gains [Fire Affinity -2] Charge Tiers.
- Taking damage from an Attack Chain or a Charged attack only causes you to lose a stored charge in a single attack, rather than all of them.
- [Active Ability - Rekindle] - User expends all charges from an attack in order to restore Low health per 100% maximum health per charge dropped. Increase percentage restored per charge by 1% for Held Charges, and 2% for Full Turn charges. 3-Turn CD between uses.
- [Passive Ability - Growing Power] - User's charged attacks gain 1 Level of Powerful. User can over-charge attacks; per additional charge applied (but no more than once per turn), the attack gains +1 Level of Powerful. An attack can only be overcharged 5 times this way.
Ω - User's charged attacks can be boosted by two additional Static Damage modifiers over the normally allowed amount. User ignores the first instance of Charge interruption applied to them each turn.
-- Grants the user's Fire and Break Battle Cards and Attacks a Moderate amount of damage added to the first hit.
-- Grants effects of Super Armor and Power Storage FM.
-- User can charge any attack for 1 Action to grant the attack +(v * 2)% Damage.
-- Gain access to the attacks Extinction Meteor and Saurian's Roar.
-- When benefitting from Charge, the user's Basic Attack becomes Cataclysmic Cannon. Only useable once/turn this way.
--- 3 Turn Duration, +1 Turn per 100% Noise Resonated. Automatically ended if hit by an attack the user is weak to.
Name: Cataclysmic Cannon
Baseline: Ranged - Blast
Trait || Range : Break/Fire || [Range]
Description: The Saurian Meteor clamps down around their hand and becomes a cannon, launching bullets that explode upon impact.
Damage: Base Damage
[Alternative Use] - [1-Turn Held Charge] [3-Turn CD] Base Damage +2 Full Damage Levels. Gains 1 True Damage Level.
[Alternative Use] - [2-Turn Held Charge] [6-Turn CD] Base Damage +2 Full Damage Levels. Gains 2 True Damage Levels. Gains [Overcome].
[Alternative Use] - [3-Turn Held Charge] [9-Turn CD] Base Damage +3 Full Damage Levels. Gains 3 True Damage Levels. Gains [Overcome]. Gains [Bypass].
[Alternative Use] - [4-Turn Held Charge] [12-Turn CD] Base Damage +4 Full Damage Levels. Gains 4 True Damage Levels. Gains [Overcome]. Gains [Bypass]. Gains [Hits All].
Attack Effects: [1-Action Charge] [1-CD] [Break] [Burn]. Applies -1 CD to each mode whenever a charged attack is used. Hits all targets within melee range of the original.
Name: Saurian's Roar
Baseline: Melee - Emanation
Trait || Range : Break/Fire || [Melee (Reach)]
Description: A terrifying roar spreads a blanket of flames across the battlefield.
Damage: Base Damage + 2 Full Damage Levels
Attack Effects: [1-Turn Held Charge] [3-CD] [Hits All] [Pierce] [Break] Sets panels to Lava, regardless of panel effects or locks. If used on Lava Panels, gains +3 Full Damage Levels.
Name: Extinction Meteor
Baseline: Ranged - High Ordinance
Trait || Range : Break/Fire || [Arena Quarters]
Description: A roar causes the skies to warp, as cataclysm rains down from the heavens.
Damage: Base Damage + 3 Full Damage Levels / 10 Hits, [Avoided Separately].
Attack Effects: [1-Full Turn Charge] [5-CD] [Hits All] [Bypass] [Bane]. All hits are unleashed as part of a single action.
A flooding of power that reminds one of a strength that forever changes any who interacts with it . . .}
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user, if the user has 150% or more noise. Can only be activated if the user still has Actions to use. Does not take any actions to activate.
-- Gain access to Fire and Break as additional Main Elements. One is chosen at Omega benefit.
Fire Ω
- The user adds their [Fire Affinity] as an additional stacking Static Damage modifier to an attack per turn its charge is held, counting as only a single damage modifier.
- The user gains [Fire Affinity -2] Charge Tiers.
- Taking damage from an Attack Chain or a Charged attack only causes you to lose a stored charge in a single attack, rather than all of them.
- [Active Ability - Rekindle] - User expends all charges from an attack in order to restore Low health per 100% maximum health per charge dropped. Increase percentage restored per charge by 1% for Held Charges, and 2% for Full Turn charges. 3-Turn CD between uses.
- [Passive Ability - Growing Power] - User's charged attacks gain 1 Level of Powerful. User can over-charge attacks; per additional charge applied (but no more than once per turn), the attack gains +1 Level of Powerful. An attack can only be overcharged 5 times this way.
Ω - User's charged attacks can be boosted by two additional Static Damage modifiers over the normally allowed amount. User ignores the first instance of Charge interruption applied to them each turn.
-- Grants the user's Fire and Break Battle Cards and Attacks a Moderate amount of damage added to the first hit.
-- Grants effects of Super Armor and Power Storage FM.
-- User can charge any attack for 1 Action to grant the attack +(v * 2)% Damage.
-- Gain access to the attacks Extinction Meteor and Saurian's Roar.
-- When benefitting from Charge, the user's Basic Attack becomes Cataclysmic Cannon. Only useable once/turn this way.
--- 3 Turn Duration, +1 Turn per 100% Noise Resonated. Automatically ended if hit by an attack the user is weak to.
Name: Cataclysmic Cannon
Baseline: Ranged - Blast
Trait || Range : Break/Fire || [Range]
Description: The Saurian Meteor clamps down around their hand and becomes a cannon, launching bullets that explode upon impact.
Damage: Base Damage
[Alternative Use] - [1-Turn Held Charge] [3-Turn CD] Base Damage +2 Full Damage Levels. Gains 1 True Damage Level.
[Alternative Use] - [2-Turn Held Charge] [6-Turn CD] Base Damage +2 Full Damage Levels. Gains 2 True Damage Levels. Gains [Overcome].
[Alternative Use] - [3-Turn Held Charge] [9-Turn CD] Base Damage +3 Full Damage Levels. Gains 3 True Damage Levels. Gains [Overcome]. Gains [Bypass].
[Alternative Use] - [4-Turn Held Charge] [12-Turn CD] Base Damage +4 Full Damage Levels. Gains 4 True Damage Levels. Gains [Overcome]. Gains [Bypass]. Gains [Hits All].
Attack Effects: [1-Action Charge] [1-CD] [Break] [Burn]. Applies -1 CD to each mode whenever a charged attack is used. Hits all targets within melee range of the original.
Name: Saurian's Roar
Baseline: Melee - Emanation
Trait || Range : Break/Fire || [Melee (Reach)]
Description: A terrifying roar spreads a blanket of flames across the battlefield.
Damage: Base Damage + 2 Full Damage Levels
Attack Effects: [1-Turn Held Charge] [3-CD] [Hits All] [Pierce] [Break] Sets panels to Lava, regardless of panel effects or locks. If used on Lava Panels, gains +3 Full Damage Levels.
Name: Extinction Meteor
Baseline: Ranged - High Ordinance
Trait || Range : Break/Fire || [Arena Quarters]
Description: A roar causes the skies to warp, as cataclysm rains down from the heavens.
Damage: Base Damage + 3 Full Damage Levels / 10 Hits, [Avoided Separately].
Attack Effects: [1-Full Turn Charge] [5-CD] [Hits All] [Bypass] [Bane]. All hits are unleashed as part of a single action.
Combat Information
Damage: 50% [Outstanding] + 40% [Overcap] + 20% [Version] = 110% Base Damage
-- Modifiers: -2 EDL from all Damage Levels (Break). +20% (Version). +5 DLs (Break). +2 FDL (Ability). +3 FDL (Prestige).
Baseline Modifications: High Ordinance +2, Bludgeon +2, Emanation +2
Speed: Tier 3 | +0 (Base) +3 (Prestige)
Actions: 8 | 3 (v1) + 3 (v6, 12, 18) + 2 (Tier 3 Speed)
Basic Attack
Rate: Tier 0
Charge: Tier 6 | +5 (Ability) +1 (Prestige)
Name: Heavy Bash
Trait || Range : Break || Melee
Damage: Pathetic. Can only be increased by effects that increase Basic Attack Damage.
Benefits: Can be used up to one time per turn per [Rate]; minimum of once per turn. Regardless of how it is used, Basic Attacks cannot be chained together. Can hold up to 5 Held Charges at once. Charge can be held indefinitely once completed. Effects that require you to expend your basic attack's charge require a full 5 Held Charges. Any number of charges can be applied to a Basic Attack in a single turn. Basic Attacks cannot be used while charged unless their charge is completed.
Attack Effects: Gains a single Basic Defense Breaker of choice for its first use each turn.
Signature Attack
Name: Kaiser's Fist
Baseline: Emanation
Trait || Range: Break/Light || [Melee (Reach)]
Description: Dynamo Kaiser channels massive stores of energy into his gauntlet and then strikes down, unleashing a torrential outpouring of photons that bathe the battlefield in light and devastation.
Damage: 100% [Outstanding + 3 Overcap + 20%]
Attack Effects: [3-Turn Held Charge] [6-Turn Mandatory CD] [Hits All] [Powerful (Low)] [Bypass]
Giga Attack
Name: Kaiser's Judgement
Baseline: Emanation
Trait || Range: Break/Light || [Melee (Reach)]
Description: A pillar of overwhelming black and red light floods from the body of Dynamo King, as an overwhelming strike from his oversized hoof brings down judgment from on high.
Damage: 40% * 3. Has 2 True Damage Levels.
Attack Effects: [1-Turn Full Charge] [7-Turn Mandatory CD] [Avoid Separately] [Hits All] [Bane] [Precision].
Weapon 1 | 4 Attacks
Weapon Name: Dynamo HoofWeapon Description: The massive rhino hoof grafted to his right arm is a powerful blunt-force tool of mass destruction, channeling incredible bouts of photic energy into its form and producing catastrophic force from a mixture of its high density and propulsive force produced.
1. Attack Name: Devastator
Baseline: Melee - Bludgeon
Trait || Range: Break || [Melee]
Description: An aggressive and brutish strike from the Dynamo Gauntlet, as simple as it is destructive.
Damage: 80% [Outstanding + 1 Overcap + 20%]
Effects: [Break] [Multi-Use (3)]
2. Attack Name: Hoof Launch
Baseline: Ranged - Specialized Artillery
Trait || Range: Break, Light || [Range (Long)]
Description: High-grade propulsive force launches the monstrous limb off of Dynamo King's body in the direction of his choosing.
Damage: 50% [Incredible + 20%]
Effects: [2-Action Charge] [1-Turn CD] [Seek] [Destroy] [Ground] [Spread]
3. Attack Name: Sweeping Strike
Baseline: Melee - Bludgeon
Trait || Range: Break || [Melee (Close Quarters)]
Description: Dynamo King ignites the thrusters on his elongated limb and turns his body, spinning the implement of destruction around him.
Damage: 70% [Outstanding + 20%]
Effects: [2-Turn Held Charge] [2-Turn CD] [Hits All] [Lock On] [Bypass] [Multi-Use (1)]
4. Attack Name: Crushing Kaiser
Baseline: Melee - Bludgeon
Trait || Range: Break || [Melee]
Description: Incredible force and pressure put onto a single target causes harm for which there is no answer.
Damage: 80% [Outstanding + 1 Overca[ + 20%]. One True Damage Level.
Effects: [2-Turn Held Charge] [3-Turn CD] [Bane] [Destroy] [Seek] [Overcome]
5. Attack Name: Charging Strike
Baseline: Melee - Bludgeon
Trait || Range: Break || [Melee]
Description: A sudden charge that places his full power into the advancement.
Damage: 60% [Astounding + 20%]
Effects: [1-Action Charge] [1-Turn CD] [Break] [Advancing] [Multi-Use (3)]
Weapon 2 | 5 Attacks
+1 Overcapped Damage Level to each Attack
Weapon Name: Photon Emissions+1 Overcapped Damage Level to each Attack
Weapon Description: Dynamo King's body is able to absorb ambient waves and convert them directly into light energy, unleashing bursts of light and fonts of energy to assault his adversaries.
1. Attack Name: Orb of Light
Baseline: Ranged - Basic Artillery
Trait || Range: Light, Munitions || [Ranged]
Description: Simple spheres of light created and dispatched as constant fire.
Damage: 40% [Immense + 20%]
Effects: [Multi-Use (3)] [Seek] [Break]
2. Attack Name: Photon Beam
Baseline: Ranged - Specialized Artillery
Trait || Range: Light, Munitions || [Ranged (Long)]
Description: High-density photons released in a massive array from Dynamo King's left-hand palm.
Damage: 35% [Great + 20%]
Effects: [2-Turn Held Charge] [4-Turn CD] [Pierce] [Cut] [Hits All] [Drain (Low)]
3. Attack Name: Photon Burst
Baseline: Ranged - Blast
Trait || Range: Light, Break || [Range]
Description: High-grade propulsive force launches the monstrous limb off of Dynamo King's body in the direction of his choosing.
Damage: 25% [Moderate + 20%]
Effects: [1-Action Charge] [2-Turn CD] [Break] [Homing] [Spread] [Blind] [Drain (Moderate)]
4. Attack Name: Photon Devastator
Baseline: Ranged - Specialized Artillery
Trait || Range: Break, Munitions || [Range (Long)]
Description: Hyper dense compressions of hair-fine rays of light create a faint whistle as they streak through the air, piercing through and destroying anything they touch.
Damage: 25% [Moderate + 20%]
Effects: [1-Turn Held Charge] [1-Turn CD] [Cleave] [Homing] [Bane] [Multi-Use (6)]
5. Attack Name: Kaiser's Beacon
Baseline: Ranged - High Ordinance
Trait || Range: Light || [Arena Quarters]
Description: Unleashing a font of light from around him, Dynamo King rains down radiant judgment on all enemies in a determined range from him.
Damage: 70% [Outstanding + 20%]
[Alternative Use] - [3-Full Turn charge] [4-Turn CD] Attack gains [Doubletap] and [Hits All]
Effects: [2-Turn Held Charge] [1-Turn CD] [Spread] [Precision] [Drain (Low)]
Weapon 3 | 4 Attacks
Weapon Name: Rhino's StrengthWeapon Description: All-out brute force using the rhino-esque wave warrior's towering and bulky build as a counterweight against his foes.
1. Attack Name: Dynamo Rush
Baseline: Melee - Martial
Trait || Range: Break || [Close Quarters]
Description: Dynamo King barrels his weight forward and dashes towards his enemy at full-tilt, horn forward.
Damage: 50% [Incredible + 20%]
Effects: [2-Action Charge] [3-Turn CD] [Multi-Use (3)] [Advancing] [Seek] [Destroy] [Overcome]
2. Attack Name: Rising Fury
Baseline: Melee - Martial
Trait || Range: Break || [Close Quarters]
Description: A valiant upheaval of his head impales his target with his rhino horn and knocks them into the air.
Damage: 50% [Incredible + 20%]
Effects: [1-Turn Held Charge] [1-Turn CD] [Knock-Up] [Blow] [Break] [Weaken] [Bleed] [Lock-On].
3. Attack Name: Furious Stomp
Baseline: [Multi-Baseline] Martial || Emanation
Trait || Range: Break || [Close Quarters]
Description: A surge of energy displaced from the stomping of his foot, Dynamo King unleashes a seismic wave from the point of impact.
Damage: 60% [Astounding + 20%] Martial Attack, 60% [Astounding + 20%] Emanation. A single target can be affected by both hits.
Effects: [2-Action Charge] [4-Turn Mandatory CD] [Pierce] [Break] [Hits All] [Lock-On]
4. Attack Name: Stampede
Baseline: Melee - Bludgeon
Trait || Range: Break || [Close Quarters]
Description: Channeling wave energy into his body, Dynamo King charges at his foes with multiple fiery red rhinos stampeding behind him. When targeting a foe using Hits All and Advancing, this attack can be used against every target on the battlefield.
Damage: High * 6 Hits
Effects: [3-Turn Held Charge] [1-Action Charge] [4-Turn CD] [Hits All] [Advancing] [Avoid Separately] [Powerful (Low)]