Mecha Mew (Lawrence Carroll III)

Sheets for the Silver Class: Tier 2 enemies will be kept here.
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Mecha Mew (Lawrence Carroll III)

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Post by Tony »

Name: Mecha Mew (Lawrence Carrol III)


Reward:
15 xp (1st run)
Pokeball (2nd run): A device which aids in monster training. See 'Monster Training' for more details.
Ancient Mew Card: (Extreme Challenge): The cornerstone of Lawrence's collection. Technically a duplicate of the card (Laurence himself holds the gilded foil original), however both cards hold unique mystical properties. This particular card holds 'Ancient Power'. Although it is only a *3 non-elemental attack (and can only be wielded by non-elemental users) at a seemingly exorbitant mp cost, it possesses a unique trait. At the end of the attack, roll a 1d10. On a 9 or a 10 (or a critical hit), roll your critical damage mod roll. Your strength and spirit are multiplied by the result for 1 round. 1000 MP

Music: https://www.youtube.com/watch?v=UGayTMhG3_E
Description:Lawrence stands a physically unimposing figure, a chessmaster by definition wearing a lavender overcoat, smooth complexion, emerald green hair and devilishly eccentric personality. He sees himself as a self titled collector of rarities and antiquities, by his own definition "The Collector of All Things Rare". Shortly after his aid was extended to the party in the form of transportation in his floating palace, Hikōkyū, the party learned his collection also included creatures and chose to attack him instead. In response, he engaged with his most powerful creature, Mecha Mew rather than fight directly - a mechanical augmentation of a powerful, almost deity level being. The fight ends not with the destruction of the creature, but with damage of the armor rendering it berserk enough to damage Lawrence's ship. The result forces it into a landing in a glacial mountain range.
Lawrence
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Mew
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The Mecha Mew Armor
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Weapon of Choice:Innate Powers, Unregistered Energy Type

HP: 200,000
MP: Infinite
Physical Soak: 15,000
Mental Soak: 12,000

Dodge Roll: 1d180+85

Attack Behavior:

1, 2, 3: Mimic - Mew copies the last attack action and redirects it with double force and intensity. The attack is rolled at the attackers roll +20. If there has been no attack made against him, this attack fizzles.
4: Hyper Beam - Mew unleashes an immense cascade of energy that deals massive damage. 1d200+95. Deals 15,000 unsoakable damage, but Mew must spend it's turn recharging next round and will take no action.
5: Tackle - Mew throws itself at an opponent for a tackle. 1d180+85. Deals 4,000 damage.
6: Ancient Power: Mew summons a burst of ancient energy in the form of a purple nebulous sphere of energy, type unknown. 1d180+85. Deals 6,000 damage to any target without elemental affinity and 12,000 to anyone WITH elemental affinity (any type). At the end of this attack, roll a 1d4. On a 4, Mew's rolls and damages are doubled for 1 round.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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