Electro-Bullhorn: Smack enemy with an electrified bullhorn, while yelling at them. d20+20, Daze, 17 damage, Reach 1, Knockback 1.
Metal Cola: Heal self, gain Haste, chuck at enemy for great justice. Healing (30), d20+15, Range 3, Haste (+1 to TP gain for 1 round) 25, heals 10 damage.
Tornado Shield: Protected by a force field which hits physical attackers with spines (but cannot block the physical attackers, should they get through) Energy Barrier Type 1 (6), 15 damage if attacker touches it, Improved reach 2, blocks up to 30 damage before shattering.
Elbow Smash: A quick smack to the head with Metal's artificial elbow.
d20+20, 15 damage, 18-20 crit.
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Explosive Holy Red Laser Beams of Fury: Red beams enhanced by anger; posess holy-style energy, multiple hits, explode on contact.
2 d20+18, 17 damage, Range 3.
Axe Sawd Slash: Energy Slash w/Poison, added damage from Chainsaw-style slashing.
d20+18, 28 damage, 5d5 extra damage (15), Poison (13), Reach 1, Charge Type 3 1x.
Falcon Thrash: Run at enemy, on fire, shoulder-first, then punch them with an uppercut, finishing with several flaming, knockback-ish smacks from a burning mace.
Part 1: d20+18, Horizontal Movement 3 (9), 9 damage. (36) 13/20 hit
Part 2: d20+18, Vertical Movement 1 (3), 9 damage. (25/30) 169/400
Part 3: d20+18, Reach 3, Knockback 1, 3 damage (14/35) 2197/8000
Part 4: d20+18, Reach 3, Knockback 1, 3 damage (9/35)
Mach Jab Combo: Throw a fast but weak punch, followed by a medium punch, followed by a slow but powerful punch, followed by a flurry of weak punches.
Part 1: d20+20, 5 damage (25) 3/4 hit
Part 2: d20+18, 15 damage (25/33) 39/80 hit
Part 3: d20+15, 25 damage (20/40) 39/160 hit
Part 4: d20+15, 5 damage (5/20)
Part 5: d20+15, 5 damage (5/20)
Psycho Grab: Grab enemy with psychic energy, shock them, then set them on fire and throw them into the ground.
Part 1: d20+18, Grab, Range 2, 13 damage. (61) 13/20 hit
Part 2: d20+15, 20 fire damage. (23/35) 39/80 hit
Part 3: d20+18, Throw. (13/26)
DEATHMACHINE: Fire random projectiles. VERY Random projectiles.
1: Wolfman's Chocolate Milk (Take damage) 9 damage to self.
2: Cat Cube (Minor damage) d20+20, 10 damage, Range 2, 19-20 crit.
3: Dual Rockets (Two Rockets launched at foe) 2 d20+15, 10 damage per hit. 2 Range.
4: Shoes (4 Shoes attack opponent) 4 d20+10, 5 damage per hit, 1 range, 3 points left over.
5: Dimensional Surge: (Enemy Threatened by two corroding ether things)2 d20+15, Corrosion (-5 to damage for 1 round per hit), 2 damage per hit.
6: Disco Ball (Disco ball crashes into enemy and explodes) d20+20, 42 damage, Range 2, Improved Reach 4 (threatens all within 2 units), 1 knockback.
7: Another Gate (Random, strange damage) d20+20, Spell hit (+10), 20d5 damage, Range 4.
8: Tri-Attack (Three beams of three different elements smack enemy) 3 d20+20, 26 damage, Range 1.
9: Prismatic Dryer (Flies into enemy and explodes for insane damage) d20+20, 93 damage, 18-20 crit, Range 3, Improved reach 4, Knockback 2.
Pseudo Cube Bazooka: Slow, self-endangering move that deals heavy damage.
d20+20, 63 damage, Range 2, Reach 1. Slow (-5), Self-Damage on Crit Miss (-5)
Madman's Firing Squad: Fire at enemy with a TT33 and Machinegun; TT33 deals more damage and is slower, Machinegun sprays lasers everywhere.
3 d20+15, 5 damage per hit, 3 range.
10 d20, 1 damage per hit.
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