Thursday, November 23, 2017

Roy Mustang





Roy Mustang: Level 81

HP: 600,000 (1,2000,000 Seraph Robe+1UP) (2,400,000) (3,600,000 Heart and Soul) (4,320,000)
Attack: 13,000
5GM Fire: 1000
5GM Explosion: 1000
5GM Earth: 1000
Advanced Flame Alchemist Gloves: 1200 (2000) (3200) (16,200) (17,200) (18,200) (145,600) (291,200) (436,800) (873,600) (2,620,800)(3,276,000)
Razing Flames: 200 (1000) (2200) (3400) (16,400) (17,400) (18,400) (147,200) (294,400) (441,600) (883,200) (2,649,600)(3,312,000)
GM Marksman: 200
Advanced Military Pistol: 500 (13,500) (13,700) (25,400) (50,800)
Earth Alchemy Blast: 13,000 (14,100) (105,750) (158,625) (317,250) (396,563)
Defense: 12,000 (24,000)
GM Armor: 200
Roy's Military Uniform: 300 (24,300) (24,500)
Roy's Overcoat: 150 (24,650) (31,519)
GM Shield: 200
Smaugscale Pendant: 100 (1100) (8800) (17,600) (35,200) (59,850)
Smaugscale Pendant: 100 (1100) (8800) (17,600) (35,200) (95,050)
Groudonscale Pendant: 100 (1100) (8250) (16,500) (33,000) (128,050)
Groudonscale Pendant: 100 (1100) (8250) (16,500) (33,000) (161,050)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (193,690)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (226,330)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (258,970)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (291,610)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (324,250)
Flamescale Pendant: 20 (1020) (8160) (16,320) (32,640) (356,890)
Earthscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (387,490)
Earthscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (418,090) (543,517)
Speed: 287 (292) (322) (342) (347) (357) (+15) (+10) (+15 avoid at night)
Skill: 308 (323) (328-333) (+5)
Move: 7 (9)



Items:

Centaur Heart

Rune Arc

4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.

2-Heart Containers

Riza's Ring: A simple gold ring. Grants +15 skill and +5 speed to Roy.

Berkian Hero's Pendant: A pendant given to Roy Mustang for his valiant assistance in saving Toothless from Rome. 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. 

10-Advanced Flame Alchemist Gloves+++: +15 (+25) speed. Allow the user to snap and generate sparks. These advanced gloves have been designed to improve the accuracy and power of flame alchemy, but are also extremely expensive and difficult to repair, as flame cloth is rare in this dimension. They do have transmutation circles on them, allowing characters that can use alchemy to access the matter around them. As simple articles of clothing, they are very susceptible to wear. These gloves allow the character to strike twice when attacking and counter. Base 400 (800) (1200) might. In their final form, these iconic gloves are able to use Elite Weapon Seals. If two of these gloves are worn at once, Roy may take two separate engagements per turn. 

2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

2-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

Advanced Military Pistol- +5 speed. A pure weapon with high base might. This pistol is solidly made and difficult to break. Base 500 bullet-type might.


Roy's Military Uniform: Crafted by the people of Gongmen as thanks for Roy's constant protection, this armor is specifically designed to combat the Homunculi. It grants resistance to claw, bite, and blade type damage, and receives little to no wear from those types of attacks. However, the uniform is still mostly cloth, and thus susceptible to wear from other damage types. Grants 300 base defense. 


Roy's Overcoat: +15 avoid at night. Upon rescuing Riza, Roy has begun his conquest to wipe the Homonculi from the face of the planet. He now dons a dark overcoat and wears it much like a billowing, black cloak. This coat has modest resistance to wear, and it offers extreme resistance to dark, ice and bullet type damage. Grants 150 defense.

Drop of Might: Doubles base defense stat.

10-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.

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)

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

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. 

Magic Stoneplate Ring: Wearing this ring grants the character resistance to magic type damage. This item is easily lost or stolen. 

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

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.

1-Sunlight Pendant: A pendant of the Warriors of Sunlight. This item may be used to summon a random warrior who is part of that covenant. The warrior will assist the summoner in battle, and disappear back home after the battle finishes, carrying the Pendant with him. These pendants are usually sold to noble characters by the Warriors of Sunlight (current cost 8,000 gold)

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Perfected Philosopher’s Stone: Melding Three Philosopher's stones together will grant this item. It is extremely hard to steal. This item will double the number of times and ability can be used in battle. This item will increase the total damage of Alchemy attacks by 50%.

Flame Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of burn statuses inflicted by this character by 50%. This object is quite hard to steal and very rarely drops.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who do not have high affinity to fire. However, it will also increase all burn chance activations by 10%. 

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

Devilish Destruction Charm

Pure Stone

Golden Casing

4-Poms of Power (Fire, Earth)

12- Fire Gems+Plate

12-  Earth Gems+Plate

12- Bomb Badge+Plate

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. 

1- Lifeblood seed

17-Nightmare flames. These frightening orbs of fire are made of pure nightmares. This unit may use one of these flames in order to double their fire type attack, but the Nightmare Flame will not be replenished after use.

Boots

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.  


Abilities:


Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% boost to their total defense, and a +20 boost to their avoid. Costs: Marriage

Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times and will have zero avoid when taking the hit. Costs: Child Unit.

Flame Alchemy (III+Needled): Roy Mustang's Signature Ability. This unit may use alchemy to create huge flames by changing the concentration of oxygen in the air and then by setting it ablaze with a spark. This attack is 1-4 (5) range, and it has a 150% (170%) (190%) to give the enemy the burning status. Base might 300 (600) (1200). Fire/Explosion type damage. It cannot be blocked by Strategist. These devastating flames will deal 50% (100%) (200%) extra damage when this character initiates the attack. In the needled state, Roy may target specific parts of his foe when he initiates the attack. He may boil their eyes which will result in a loss of 80 hit for one turn. He may blast off their legs, removing their ability to Dodge Roll and dropping their running movement to 2 and their avoid by 50 for one turn. He may burn off their arms, causing them to be incapable of using melee attacks/abilities for one turn. He may burn their lungs, causing them to take suffocation damage for the rest of the battle (20% HP loss at the start of each turn unless this status is cleared). Roy may only use these targetted statuses once per enemy. Roy's Flames halve the efficacy of Autohealing for one turn. Costs: 12 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame-type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Squad Commander: This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Costs: 4 pg

Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg

Razing Flames: The flame blasts of this character are potent enough to raze a city to the ground. Once a battle, this character may fire off a blast of flame. This blast has a range of 10, and when it strikes a tile it will have an area effect that strikes all tiles within eight spaces. This attack may not be dodged. The flames are so powerful, the character who fires this attack may be hurt by it if they blast close enough to themselves. This attack has a base 200 flame/explosion type damage, but it is improved by the base attack stat of the character, the base might of Flame Alchemy,  and the skill and item boosts. Costs: 6 pg

Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element-based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg

Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg

Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities 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

Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

Hand Clap Alchemy: A form of alchemy that does not require a circle... instead using the clapping of hands. This greatly increases the speed of alchemy. If this character uses an alchemy ability, then he will boost his speed by 15 for the remainder of his and the opponent's next phase. Costs: 3 pg

Vantage: If this character has less than 50% of their max HP, they will counterattack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow-up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 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

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

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) Darting Shot: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

Flame Alchemy (II): Roy Mustang's Signature Ability. This unit may use alchemy to create huge flames by changing the concentration of oxygen in the air and then by setting it ablaze with a spark. This attack is 1-3 range, and it has a 75% (95%) (125%) to give the enemy the burning status. Base might 300 (600). Fire/Explosion type damage. It cannot be blocked by strategist. These devastating flames will deal 50% (100%) extra damage when this character initiates the attack. Costs: 6 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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

(TBA) The Terror Of Flame Alchemy: Legendary Fire Gem Ability. Once every five days, Roy Mustang may target four separate foes who are within eight range. He will strike these foes with his normal flame alchemy attacks, but these attacks will deal double damage. Foes will calculate dodge and defense separately and may counter if within range. This attack ignores take the hit. Costs: Legendary Fire Gem

Character Type: Element, Strategist


Weakness: This character cannot produce fire in the rain, or directly after being hit by a water-type attack (no counterattacking). This unit has a mild weakness to pierce type damage. Extreme Resistance to fire, explosion, and fear. 


Caps:
HP: Small
Attack: 1100
Defense: 100
Speed: 132
Skill: 153
Move: 6

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