Super Starman

Sheets for the Bronze Class: Tier 6 enemies will be kept here.
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Super Starman

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Post by Tony »

Name: Starman


Reward:
6 xp (1st run)
Tiny Lil UFO Figurine (20,000 credits) (2nd run)
Franklin Badge: Hostile (Read: enemy cast) spells that reflect off of you deal 10% more damage to their new target.

Description:The formidable gold armored psionic warrior, upper echelon of Giygas's base forces. The Super Starman resembles its lower brethern in every way, but holds more rank insignia and a more polished, golden surface. It's psionic abilities are vastly improved however.

Weapon of Choice: Tendrils (5000 damage per hit)

HP: 50000 hp
MP: 4000
Physical Soak: 3000
Mental Soak: 6000 Mental, 15,000 psionic

Dodge Roll:
1d130+60 (physical)
1d170+80 Mental Defense Roll** (Auto-Reflect: Non-Area of Effect magic (including multi-target) is returned back to the caster automatically. Lasts for 5 rounds.)

**See Additional Notes**

Attack Behavior: 1d6

1: Reinforcements (Teleports in support units. 1d3 (Starman, Saucer Pod, Armored Fuel Supply)
2: Tendril Smack (1d130+60, 1d3 hits, 2000 per hit)
3: PK Fire (1d4, one target, fire elemental. 6000 damage on a 1, 2, 3 (Fire Alpha), 14000 on a 4 (Fire Beta)) 1d160+75
4: PK Thunder (1d5, all targets, wind elemental, 5000 damage on 1, 2, 3, 4 (Thunder Alpha), 12000 on 5 (thunder beta)) 1d160+75
5: PK Shield Alpha (Restores reflect barrier for 1d5 rounds.)
6: PK Star Storm Alpha: A ferocious bombardment of meteors that blasts the entire battlefield. 1d200+95, 8,000 x 1d8 hits, targets all.

NOTE A: Starman begins the battle with PK Shield
NOTE B: While Shield is in place, the starman will not attempt to cancel magic. Instead, it will allow it to hit and reflect the magic
NOTE C: Saucer/Fuel pod Supply

Tiny Lil UFO: 5000 hp
1, 2: Sonic Beam - 3000 unsoakable damage, 1d140+65
3: Infector Beam - Reaction DC 200 vs one target, inflicts Chronic Disease (Target can't recover HP and MP)

Armored Fuel Supply: 5000 hp, restores 10000 hp to all Starmen each round. If destroyed, Reaction DC 200 to avoid it's self destruct (Take 3000 damage for every 5 the DC is missed by. This is soaked as a single attack)
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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