Stats
Powers
Moves
Weapons
Z-Staff (300) – Lord Zedd’s staff is a six foot long metallic rod that he uses in hand to hand combat, and also as a conduit for his magical energies. At the top is a stylized metal “Z” that he sometimes releases spells from but is also sturdy enough to strike and deflect blows. At the bottom of the staff is a point that is sharp enough for stabbing or impaling. Zedd dissolves his staff into thin air when he is not using it, and when summoning it to the battlefield it only takes a second to materialize into his hands. This durable staff is his go-to weapon.ATK: 3
Much of Zedd's strength has left him since his arrival in the Omniverse, but he still packs a strong punch behind any blow.
DEF: 5
Lord Zedd's greatest asset is his ability to shrug off many powerful attacks. Often, he can be heard laughing maniacally in the midst of a battle with an underpowered foe.
SPD: 2
Although he has a predisposition towards walking everywhere with an intimidating gait, Zedd is capable of moving fairly quickly.
TEC: 2
Zedd is talented with both his staff and his magical powers.
Much of Zedd's strength has left him since his arrival in the Omniverse, but he still packs a strong punch behind any blow.
DEF: 5
Lord Zedd's greatest asset is his ability to shrug off many powerful attacks. Often, he can be heard laughing maniacally in the midst of a battle with an underpowered foe.
SPD: 2
Although he has a predisposition towards walking everywhere with an intimidating gait, Zedd is capable of moving fairly quickly.
TEC: 2
Zedd is talented with both his staff and his magical powers.
Powers
Survival
On top of being a natural tank to begin with, Lord Zedd is capable of shrugging off any actual wounds he takes with little difficulty. He can be stabbed, shot, and maimed, but will continue to power through them. He only succumbs to the damage he's taken when it is enough to make him lose consciousness or outright kill him.
Master Acrobat
This power is exclusive to the Putty Patrol. Zedd, though capable of flips and cartwheels, almost never does them. The putty patrollers, however, are nearly always jumping and flipping as a means of transit.
Integration
Zedd does have the ability to phase into the environment, but it is not yet refined. This can be ignored in combat, as he will not likely utilize it and this was only purchased for use by his monsters.
Shapeshifting
Zedd's shapeshifting abilities are weaker, and cannot be maintained in most combat situations. Though he is capable of temporarily disguising himself as another being, it is limited and easy to interrupt and it can be assumed that he won't utilize this in a real fight. This power is basically purchased for his monsters.
On top of being a natural tank to begin with, Lord Zedd is capable of shrugging off any actual wounds he takes with little difficulty. He can be stabbed, shot, and maimed, but will continue to power through them. He only succumbs to the damage he's taken when it is enough to make him lose consciousness or outright kill him.
Master Acrobat
This power is exclusive to the Putty Patrol. Zedd, though capable of flips and cartwheels, almost never does them. The putty patrollers, however, are nearly always jumping and flipping as a means of transit.
Integration
Zedd does have the ability to phase into the environment, but it is not yet refined. This can be ignored in combat, as he will not likely utilize it and this was only purchased for use by his monsters.
Shapeshifting
Zedd's shapeshifting abilities are weaker, and cannot be maintained in most combat situations. Though he is capable of temporarily disguising himself as another being, it is limited and easy to interrupt and it can be assumed that he won't utilize this in a real fight. This power is basically purchased for his monsters.
Moves
Weapons
Dragon Dagger (300) - A a short dagger, with a blade length of approximately one foot. At the center of the hilt is a mouthpiece that can be used to play it as a musical instrument, which makes a trumpet-like sound, and three valves on the handle to help control the sound. These musical notes can have a wide range of effects, depending on what Zedd needs. The primary purpose of the Dragon Dagger, however, is as a simple melee weapon. Zedd keeps the weapon stored on his left hip for a fast draw and can use it in either hand, and in combination with any other weapon if he so desires.
Spells
Volt (600) - Lord Zedd points the “Z” on his his staff (or simply either palm, if his weapon is unavailable) at a target and unleashes a lightning bolt from it at his opponent. This bolt looks and travels much like a regular lightning bolt, just coming from an unusual source. Upon impact with the target it makes a very small, localized explosion (compete with smoke and fire) that only has enough spread to damage that one person/object. An alternative variation of the spell trades power for range, as Zedd can cause the explosion to be up to six feet wide in exchange for it being much weaker. Zedd can fire the first variation of the spell just as quickly as he raises his staff or hand, while the second variation requires a two second charge before it can be unleashed. When wider version of the attack is charging, it can be clearly seen by a small ball of electricity that forms at the end of his staff or hand, which then becomes the bolt. The attack requires most of his concentration, preventing him from doing much else. He normally remains stationary while utilizing it, but he can, at most, walk very slowly while using it.
Dragon Deflect (T1 Super Defense - 600) - By playing a fairly simple (yet specific) tune on the Dragon Dagger, and also concentrating on the intended affect, Zedd can nullify any attacks up to the first tier of strength, as long as he maintains the song and has the personal energy to do so. There is very little fanfare to the deflection; any attacks that this move stop simply disappear upon contact with his mutilated skin with there is a brief flash of green light.
Electric Pulse (T2 Super Defense - 800) - Zedd expels built up electrical energy from his body, resulting in a whirlwind of blue lightning bolts surrounding him for a brief duration at a radius of 10 yards. This electricity is enough to repel most attackers and shred almost any ballistic or energy attacks to nothing while it is active.
Summons
Putty Patrol (T1 Assist - 1000) - Zedd materializes five clay-like creatures around him, and they fight alongside him for as long as they can. They move erratically and make very odd noises at all times, but are skilled enough brawlers and blindly loyal. They are not the most durable creatures, either, and are prone to defeat after just one or two well placed hits.
[spoiler]
![[Image: d09cbceb-bca8-427a-8692-617560c41974.gif]](http://cdn.playbuzz.com/cdn/6414eb83-a139-4fc5-870f-e90a488bbed8/d09cbceb-bca8-427a-8692-617560c41974.gif)
Stats (collectively)
ATK: 2
DEF: 0
SPD: 2
TEC: 1
Putty Patrollers may utilize Master Acrobatics[/spoiler]
Today’s Trouble - (T1 Assist - 1000 OM) Zedd casts a beam of energy from his staff or bare hands into an inanimate object or more (up to three) in the arena. If multiple objects are targeted by this technique, they are combined into a single point for the duration of this move. The object grows into a six foot tall, sentient (though low intelligence) monster that will loyally fight alongside Zedd until it is defeated or dismissed. The exact shape, style, and name of the monster is completely dependent on the items used to create it. After exiting the battle, the objects used to create it fall harmlessly to the ground, in the exact state they were in before being utilized as an assist. Zedd cannot use this move to disable an opponent’s weapons or artefacts.
[spoiler]ATK: 1
DEF: 2
SPD: 1
TEC: 1
Monsters may use Master Acrobatics, Integration, and Shapeshifting
Today’s Weapon - (900 OM) The created monster is able to build weapons out of whatever substance it is made of, or out of pure energy if necessary. They can be short, medium, or long melee weapons, with various shapes that serve the same function (the medium one can be a sword or a club, for instance). The weapons are moderately powerful and sturdy, and can be destroyed with a large enough blow. The monster is able to create the first one instantly, but any replacements require at least five seconds to create. The monster can have up to two active melee weapons at a time.
Today’s Blast (600 OM) The monster is also able to fire energy attacks that may or may not be made of a relevant substance to it. Otherwise, the attack will be made of pure energy, but functionally there is no difference. It can fire weaker energy blasts, approximately the size of a baseball, at a rate of one per second, becoming exhausted with continual use of this attack beyond ten uninterrupted blasts. It can also charge a single ranged blast for five seconds, but will need to rest at least fifteen seconds before firing another charged attack. The charged version is about three times the size of the uncharged. Both versions of this attack are only able to damage a single target, and they move roughly as fast as a fired arrow. The maximum range of either is about fifty yards. The monster may fire from its mouth, hands, or any unique appendages it may have, like a tail or wings. [/spoiler]
![[Image: zedd2018.png]](http://epiqz.com/mysigs/zedd2018.png)
