Alphonse Elric: Level 60
HP: 168,000 (336,000) (672,000)
Attack: 1000
5M Martial: 80
2GM Sword: 400 (update damage)
Gemnode Greatsword: Though this sword is massive, it gives no speed penalties. +15 hit and avoid against other melee weapons. The weapon is a pure weapon, but it may be augmented by certain abilities. This material is extremely hard, the hardest in the dimension. As such, it is almost unbreakable. This weapon deals extremely high damage to Gemnodes. Base 1000 blade type might (Costs 3 chunks).
Gemnode Greathammer: Though this hammer is absurdely huge, it only drops speed by 5. This hammer does huge shatter damage on shields and force fields. This weapon deals extreme damage to Gemnodes. Base 1500 bludgeon type damage (Costs 3 chunks).
Gemnode Brave Sword: This gemnode blade is nearly unbreakable, and due to it's aggressive design, it will always strike twice when attacking. It deals extremely high damage to Gemnodes. Base 500 blade type might (Costs 1 chunk).
Abilities:
Soul Armor Alchemy: Alphonse signature ability. Alphonse may access his old armor body by pulling it from beyond the gate in a temporary exchange for his human form. With his new mastery of this art, he may keep his old resistances and immunities while in battles, and in his armor form, he will double his total defense. In human form, he will not have any unusual resistances, but he will receive +40 avoid. Switching forms takes Alphonse's action during a turn. Costs: Reclaiming his Human Body
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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Defensive Sibling (II): This character is highly protective of their sibling, allowing them to enter a battle with extreme determination. This will boost the attack of this character by 200% when they are within two spaces of their sibling. It will also boost their total defense by 100%. Costs: 10 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg
(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
(TBA) Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase. Costs: 2 pg
(TBA) Bodily Destruction Alchemy: -10 Hit. This unit reaches forward and attempts to touch the body of an enemy. If they have no exposed areas, their armor must first be removed or destroyed for this ability to work. If this hit lands, it will give 250 base damage, plus the 2 x the attack stat of the character using this ability. This damage cannot be resisted. This damage completely ignores defense. Costs: 4 pg
(TBA) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
Attack: 1000
5M Martial: 80
2GM Sword: 400 (update damage)
1M Axe: 40
1M Whip: 40
GM Marksman: 200
1M Whip: 40
GM Marksman: 200
1M Knife: 40
5M Spear: 80
GM Hammer: 200
5M Spear: 80
GM Hammer: 200
1 Throw: 5
5M Earth: 80
Gemnode Greatsword: 1000 (2000) (2400) (4,800) (9,600) (48,000)(144,000)(216,000)(324,000)
Gemnode Bravesword: 500 (1500) (1900) (3,800) (7,600) (38,000)(114,000)(171,000)(256,500)
Gemnode Greathammer: 1500 (2500) (2700) (5,400) (10,800) (54,000)(162,000)(243,000)(364,500)
Martial Attacks: 1000 (1080)
5M Earth: 80
Gemnode Greatsword: 1000 (2000) (2400) (4,800) (9,600) (48,000)(144,000)(216,000)(324,000)
Gemnode Bravesword: 500 (1500) (1900) (3,800) (7,600) (38,000)(114,000)(171,000)(256,500)
Gemnode Greathammer: 1500 (2500) (2700) (5,400) (10,800) (54,000)(162,000)(243,000)(364,500)
Martial Attacks: 1000 (1080)
Alchemic Earth Blast: 1000 (1080) (5,400) (16,200)(24,300)
Defense: 1900
GM Armor: 200
GM Shield: 200
Dark Steel Armor: 1000 (2900) (2980) (5,960) (7,748)
Groudonscale Pendant: 100 (180) (900) (1800) (7,760)
Defense: 1900
GM Armor: 200
GM Shield: 200
Dark Steel Armor: 1000 (2900) (2980) (5,960) (7,748)
Groudonscale Pendant: 100 (180) (900) (1800) (7,760)
Earthscale Pendant: 20 (100) (500) (1000) (8,760) (11,388)
4-Mako Cells
Live Great Serpent Viscera
Dark Steel Armor: -10 speed. Heavy armor made using Darksteel. This armor offers a base 1000 defense, and it defends against magic attacks and grants immunity to psychic ones. This armor will be shattered easily by light-type attacks.
Dark Steel Armor: -10 speed. Heavy armor made using Darksteel. This armor offers a base 1000 defense, and it defends against magic attacks and grants immunity to psychic ones. This armor will be shattered easily by light-type attacks.
Gemnode Greathammer: Though this hammer is absurdely huge, it only drops speed by 5. This hammer does huge shatter damage on shields and force fields. This weapon deals extreme damage to Gemnodes. Base 1500 bludgeon type damage (Costs 3 chunks).
Gemnode Brave Sword: This gemnode blade is nearly unbreakable, and due to it's aggressive design, it will always strike twice when attacking. It deals extremely high damage to Gemnodes. Base 500 blade type might (Costs 1 chunk).
Crystal Heart-
15-Chunk of Thore's Ore: These chunks of ore can be used to forge weapons or armor.
3 (1)- Chunk of Gemnode Crystal Ore: These chunks of ore can be used to forge weapons or armor.
15-Chunk of Thore's Ore: These chunks of ore can be used to forge weapons or armor.
3 (1)- Chunk of Gemnode Crystal Ore: These chunks of ore can be used to forge weapons or armor.
Drop of Might
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.
10-Sakura Flame Soulbloom: May be worn once in a battle. This pink flower is coated in beautiful flame like markings. After being worn, it will wither. However, if worn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.
Berkian Heroe's Pendant: A pendant given to Alphonse Elric for his incredible valor in standing alongside his brother unflinchingly through the nightmares they both faced. 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.
Berkian Heroe's Pendant: A pendant given to Alphonse Elric for his incredible valor in standing alongside his brother unflinchingly through the nightmares they both faced. 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.
8-Earth Gems
Pure Stone
Razor Stone+Blade Plate
Razor Stone+Blade Plate
Heavy Stone+Bludgeon Plate
Boots
Abilities:
Soul Armor Alchemy: Alphonse signature ability. Alphonse may access his old armor body by pulling it from beyond the gate in a temporary exchange for his human form. With his new mastery of this art, he may keep his old resistances and immunities while in battles, and in his armor form, he will double his total defense. In human form, he will not have any unusual resistances, but he will receive +40 avoid. Switching forms takes Alphonse's action during a turn. Costs: Reclaiming his Human Body
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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Defensive Sibling (II): This character is highly protective of their sibling, allowing them to enter a battle with extreme determination. This will boost the attack of this character by 200% when they are within two spaces of their sibling. It will also boost their total defense by 100%. Costs: 10 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) 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
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) 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
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Healing Alchemy: This unit may heal an adjacent ally. This ability takes a turn to do. This ability may only be used 5 times in any given battle. The ally will be healed 40% of their maximum HP, and they will also be cured of all minor status affects. Costs: 5 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
Heavy Blow: This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 50%. Costs: 4 pg
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee level.
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
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
(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
(TBA) Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase. Costs: 2 pg
(TBA) Alchemic Proficiency: This character has extreme mastery of Alchemy in combat. Though the alchemy is simple and single damage type, it is still extremely powerful. This ability will allow proficiency to boost single-element alchemy even if other attack types have been used. Costs: 4 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) Terrain Spike: Once every other turn, this unit may create a spike out of the terrain beneath the feet of an enemy within 3 range. The damage of this spike is calculated by what type of terrain the opponent is standing on, but normal earth will give 50 damage. In harder terrain, this spike will deal 50% more damage. In very hard terrain it will deal double damage. This attack does add the base attack might of the character along with their earth skill levels to the total damage. This attack will not strike hovering or flying characters. Costs: 3 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) Terrain Spike: Once every other turn, this unit may create a spike out of the terrain beneath the feet of an enemy within 3 range. The damage of this spike is calculated by what type of terrain the opponent is standing on, but normal earth will give 50 damage. In harder terrain, this spike will deal 50% more damage. In very hard terrain it will deal double damage. This attack does add the base attack might of the character along with their earth skill levels to the total damage. This attack will not strike hovering or flying characters. Costs: 3 pg
(TBA) Bodily Destruction Alchemy: -10 Hit. This unit reaches forward and attempts to touch the body of an enemy. If they have no exposed areas, their armor must first be removed or destroyed for this ability to work. If this hit lands, it will give 250 base damage, plus the 2 x the attack stat of the character using this ability. This damage cannot be resisted. This damage completely ignores defense. Costs: 4 pg
(TBA) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
(TBA) Animal Whisperer: This unit has an affinity for dealing with animals. When riding a beast, the mount will receive a 50% boost to all their attacks. Costs: 4 pg
(TBA) Heavy Blow (II): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 100%. Costs: 8 pg
(TBA) Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg
Character Type: Defensive, Resistant, Martial, Melee
Weakness: Dark and psychic type attacks. Extremely resists blade, pierce, martial, bullet, and bludgeon type damage. Immune to paralysis, pain, sleep, bleeding, poisoning, disease, radiation, and burning status conditions. Still affected by mind-controlling abilities as well as magic-related status conditions. The seal in the armor is this character's weak spot, and if it is struck, the character will take 3 x damage. All armor-based resistances count as innate. All of the defense added by Alphonse's armor is counted as innate defense.
Caps:
HP: High
Attack: 200
Defense: 1100
Speed: 115
Skill: 175
Character Type: Defensive, Resistant, Martial, Melee
Weakness: Dark and psychic type attacks. Extremely resists blade, pierce, martial, bullet, and bludgeon type damage. Immune to paralysis, pain, sleep, bleeding, poisoning, disease, radiation, and burning status conditions. Still affected by mind-controlling abilities as well as magic-related status conditions. The seal in the armor is this character's weak spot, and if it is struck, the character will take 3 x damage. All armor-based resistances count as innate. All of the defense added by Alphonse's armor is counted as innate defense.
Caps:
HP: High
Attack: 200
Defense: 1100
Speed: 115
Skill: 175
Move: 6
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