Friday, November 17, 2017

Hiccup





Hiccup: Level 71
HP: 282,000 (564,000 1UP+Draught of Life) (1,128,000)
Attack: 3300
GM Sword: 200
GM Fire: 200
GM Explosion: 200
GM Energy: 200
GM Marksman: 200
Endeavor: 800 (4,100) (4,300) (4,500) (18,800) (150,400) (291,400) (437,100)
The Mangler + Bola: 120 (3420) (3620) (7,240) (14,480) (range 2)
Enhanced Lynel Bow: 800 (4,100) (4,300) (8,600) (17,200)
Night Fury Arrow: 300 (1100) (4400) (4600) (4800) (5000) (40,000) (77,500) (82,500)
Skrill Arrow: 300 (1100) (4400) (4600) (4800) (33,000) (66,000) (70,800)
Kalameet Arrow: 300 (1100) (4400) (4600) (4800) (38,400) (72,000) (76,800)
Defense: 3300
GM Armor: 200
Enhanced Night Fury Scale Armor: 300 (3600) (3800)
GM Shield: 200
Thor's Ore Round Shield: 300 (500) (1000) (4800)
Smaugscale Pendant: 100 (300) (2,400) (4,800) (9,600)
Smaugscale Pendant: 100 (300) (2,400) (4,800) (14,400)
Godzillascale Pendant: 100 (300) (2,100) (4,200) (18,600)
Godzillascale Pendant: 100 (300) (2,100) (4,200) (22,800)
Flamescale Pendant: 20 (220) (1,760) (3,520) (26,320)
Flamescale Pendant: 20 (220) (1,760) (3,520) (29,840)
Flamescale Pendant: 20 (220) (1,760) (3,520) (33,360)
Flamescale Pendant: 20 (220) (1,760) (3,520) (36,880)
Flamescale Pendant: 20 (220) (1,760) (3,520) (40,400)
Flamescale Pendant: 20 (220) (1,760) (3,520) (43,920)
Flamescale Pendant: 20 (220) (1,540) (3,080) (47,000)
Flamescale Pendant: 20 (220) (1,540) (3,080) (50,080)
Speed: 232 (242) (+5)
Skill: 255 (275) (+5-10) (+10)
Move: 6 (8 gliding)



Items:

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Endeavor++: +10 speed when attacking. A legendary sword enhanced by Hiccup's tinkering. Increases in strength alongside the holder's skill. Is enhanced by the character's fire skill stat. Fire/Blade damage. The sword may be enhanced directly with the breath weapons of dragons as long as Hiccup has a vial of the chemicals. This will increase the total might of Hiccup's weapon by the damage of the breath of the dragon, but this will not include item or ability boosts. A single vial lasts 4 hits with the blade. Base might: 400 (800)

The Mangler: -10 speed. This cannon-like weapon shoots a powerful bola through the air. Its base might is 70 (120), and its power is increased by marksmanship skill. +50 hit vs flying foes.

5-Bola: +10 Hit. A throwing weapon. 2 range. This object has a 50% chance of entangling an enemy, causing them to be unable to move or attack their next turn. Base might 40 bludgeon type damage.

Flying Armor: Lightweight armor specially designed by Hiccup. Allows the user to glide. If the user jumps off of a tall structure or flying character/vehicle, they will be able to have the same bonus effects of flying movement for the rest of the turn until they land at the end of the turn. This unit also does not have to land on hazardous terrain when thrown. This armor is very susceptible to damage and wear. This armor adds 2 to gliding movement. Adds 100 defense. Adds fire resistance.

Enhanced Lynel Bow: An unusual weapon that is designed to fire a flurry of shots. After stealing this design from the Lynels, Hiccup has enhanced the bow to make it much more powerful. This weapon requires five arrows for each shot, but it also has +50 hit at 2 range. It has +20 hit at 3 range or more. At 1 range, this bow will deal 50% extra damage. Lynel's typically pair this weapon with elemental arrows, but it can fire basic arrows as well. Base 800 pierce type might.

Skrill Dagger: A blunt dagger that sparks with ozone generated lightning. This knife is designed to be rapidly rubbed across Toothless's scales. This will count as him taking lightning damage and will charge some of his abilities. This dagger must be refilled by ozone canisters each time it is used. This will give 1000 damage regardless of attack, skill, and item boosts... making the damage fairly mild. 

10-Night Fury Arrows: Arrows filled with Toothless's breath element. These arrows have a base 300 might and deal fire/explosion type damage. These arrows may be fired from his Lynel bow. The arrows deal heavy shield and barrier wear and have a 30% chance to burn targets.

10-Skrill Arrows: Arrows filled with Skari's breath element. These arrows have a base 300 might and deal lightning/ice type damage. These arrows may be fired from his Lyenl bow. The arrows have a 20% chance to freeze targets.

10-Kalameet Arrows: Arrows filled with Kalameet's breath element. These arrows have a base 300 might and deal flame/dark type damage. These arrows may be fired from his Lyenl bow. These arrows cannot be consumed unless the foe can consume dark and fire. They also ignore resistance/immunity to fire and dark.

Enhanced Night Fury Scale Armor: This new suit of armor has all the previous boosts of Hiccup's Flying armor, but it is much more defensive and sturdy. Gliding is still possible. Base 300 Defense. Grants resistance to fire, blade, and immunity to dark type attacks. Will cloak this character if they are struck by a lightning type attack. Adds resistance to lightning. Adds 2 to movement when gliding.

10-Acetylene Vials: These vials are filled with highly flammable acetylene gas. They can be used to catch an adjacent space on fire. They may also be used to refill a Night Fury's shot limit. (14,300 added might to sword if used)

10-Kalamete Flame Vials: These vials are filled with highly flammable dark dragon breath. They can be used to catch an adjacent space on fire. They may also be used to refill a Kalameet's shot limit. (1,270 added might to sword if used)

10-Ozone Canister: A small canister containing highly electrified ozone collected from the freezing breath of a Skrill. These may be used to charge Hiccup's Skrill Dagger.

Fish Trap: A large trap that can easily catch fish in water terrain.

Night Fury Scale Necklace: A keepsake owned by very few characters. Reminds them of dear friends and loved ones. Increases skill by +10 (20 for Hiccup)

Berkian Heroe's Pendant: A pendant given to Hiccup Haddock for his courage and vision of seeing a world united by peace. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill. 

Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen

Patience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down). 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Stormfly seal of Friendship: Allows this character to call this dragon to its aid, even in challenge fights. The dragon will function as a member of this character's party.

Meatlug seal of Friendship: Allows this character to call this dragon to its aid, even in challenge fights. The dragon will function as a member of this character's party.

Barf and Belch seal of Friendship: Allows this character to call this dragon to its aid, even in challenge fights. The dragon will function as a member of this character's party.

Hookfang seal of Friendship: Allows this character to call this dragon to its aid, even in challenge fights. The dragon will function as a member of this character's party.

Skari seal of Friendship: Allows this character to call this dragon to its aid, even in challenge fights. The dragon will function as a member of this character's party.

Devilish Destruction Charm

1-Heavy Stone+Plate

1-Needle Stone+Plate

Pure Stone

12- Fire Gems+Flame Plate

12- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

12- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%. 

12- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand. 

8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.

1-Air Gem

Abilities:

Forbidden Friendship (II): Signature ability. Bond Ability. When Hiccup is riding Toothless, the dragon and rider's total damage output is increased by 100% (200%). Costs: 10 pg

Dragon Whisperer: This unit has an affinity for dealing with dragons. When riding a dragon, the mount will receive a 50% boost to all their attacks. Costs: 4 pg

Dragon Assault: This unit may cause any dragon it is riding to use an assault move. The dragon may target an adjacent enemy. The enemy cannot dodge this attack. The dragon using the assault move then strikes 5 times with normal claw/wing/bite/tail damage, and finishes with a 2 x damage breath weapon attack. This move may only be used once a day by any given dragon. Costs 5 pg

Time To Disappear: Signature ability. This unit may fly in perfect sync with its mount. This ability may be done instead of attacking. This unit cannot attack when this ability is activated. However, the mount receives huge bonuses for the next three (4) turns: +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. This move may be used once per battle. Costs: 6 pg

Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Strategist (II): This unit may choose two first level abilities or one second tier ability held by an enemy unit within 10 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

Animal Healer: This unit heals any Beast or Dragon type characters that it is riding or adjacent to. While this unit is near them, the characters will heal 10% of their HP at the beginning of each turn. This will also eventually heal status conditions. If the character using this ability also has the ability Soothe, using that ability will immediately cure stat debuffs, as well triggering this ability a second time on that ally. Costs: 3 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Clever Sibling (II): This character uses his smarts to try and protect his sibling. If he is within two spaces of Link, both characters will receive a 100% (200%) boost to their total defense. They will also take half damage from activated abilities. This can stack with Clever Fighter. Costs: 10 pg

Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. (See animal healer) Costs: 2 pg

Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Repair (III): This character may take their turn to repair all their armor, or all their weapons, or all their barriers. Or they may do this to the equipment, armor, or shields of an ally. Costs: 4 pg

Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 speed/skill. 10% damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg 

Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

(TBA) Repair: This unit may take anywhere between 1-3 turns to repair a damaged or broken item. This includes weapons, armor, and vehicles. However, this character may only repair items that are compatible with its universe (ex. sci-fi characters can fix laser blasters, but cannot mend swords. Fantasy characters may be able to fix magical shields, but they cannot fix a tank). Obviously, sometimes items are too damaged to repair. If it is disintegrated, by definition it cannot be fixed. Costs: 1 pg

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

Character Type: Strategist, Support, Gadget

Weakness: Mild fire and ice weakness. Immune to taunt. Due to his pacifistic nature, Hiccup is unwilling, perhaps even unable, to learn most melee combat skills.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 127
Skill: 150
Move: 6

Politics: Second in Line to Berkian Throne, Gerousiastís (Greco-Rome)










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