Levi Ackerman: Level 67
HP: 168,000
Attack: 2,400
1M Martial: 40
5M Air: 80
1 Explosion: 5
1 Shield: 5
5 Spear: 25
2M Knife: 50
GM Sword: 200
2M Marksman: 50
Vallite Ebony Twinblade: 600 (3000) (3400) (6800) (10200) (30,600)(125,460)(156,825)
Thunder Spear: 3000 (5,400) (5405) (5430) (27,150) (33,938)
Defense: 2300
4M Armor: 70
Thunder Spear: 3000 (5,400) (5405) (5430) (27,150) (33,938)
Defense: 2300
4M Armor: 70
War Scout Underarmor: 200 (280) (2580)
War Scout Armor: 300 (2880)
Elite Scout Cloak: 100 (2980)
Windscale pendant: 20 (100) (500) (3480)
Speed: 235 (240) (260) (+10 speed when attacking) (+25 avoid) (+20 avoid) (+30 avoid)
Skill: 235 (240)
Move: 6 (11 ODM)
Items:
Windscale pendant: 20 (100) (500) (3480)
Speed: 235 (240) (260) (+10 speed when attacking) (+25 avoid) (+20 avoid) (+30 avoid)
Skill: 235 (240)
Move: 6 (11 ODM)
Items:
2-Vallite Ebony Twin Blades++: +10 speed. These short, single edged blades were designed particularly for Levi. As such, they will increase his skill by 5 for ever kill he lands during "Cut After Cut". These honed, black blades are surprisingly hard to break. These weapons remove dual wield penalties. Base 600 blade type might.
War Scout Underarmor: Underarmor designed for the war with Marley. Grants extreme resistance to bullet type damage. Base: 200 defense.
War Scout Armor: Armor designed for the war with Marley. Grants resistance to bludgeon, pierce, martial, claw and bite damage. Base 300 defense.
Elite Scout Cloak: +20 avoid. A cloak designed to serve the scouts in their war with Marley. Grants resistance to air, explosion, blade, and fire damage. Base: 100 defense.
Elite ODM: +5 speed. Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility, fine tuned to the highest degree. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 5 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Uponing utilizing the movement boost, the character will also receive +30 avoid for the remainder for their turn. Only characters who recieved training with this gear in their own world will be able to use it.
2-Thunder Spears: 1-2 range. These massive explosive spears completely ignore defense and deal massive damage to armor. They may only ever be used once, and if used from one range, they will deal damage to the unit using them equal to 30% of the damage dealt to the foe. Base 3000 pierce/explosion type damage.
Berkian Heroe's Pendant: A pendant given to Levi Ackerman for his valiant assistance in saving Toothless from Rome, uniting the people of the Soul Stone, and many, many other acts of valor. 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.
2-Thunder Spears: 1-2 range. These massive explosive spears completely ignore defense and deal massive damage to armor. They may only ever be used once, and if used from one range, they will deal damage to the unit using them equal to 30% of the damage dealt to the foe. Base 3000 pierce/explosion type damage.
Berkian Heroe's Pendant: A pendant given to Levi Ackerman for his valiant assistance in saving Toothless from Rome, uniting the people of the Soul Stone, and many, many other acts of valor. 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)
8- Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 90.
2- Gemnode Crystal Straight Swords: These swords are not flashy, but have been designed to be sturdy and effective. After having them reforged by Roy to resemble the blades of the Fuhrer, these weapons no longer result in a skill and speed debuff when dual weilding. The Gemnode crystal is extremely hard, and deals 4 x damage to Gemnodes. Base 250 blade type damage.
2-Steak Knives: These dull kitchen utensils were never meant for battle, but when you grew up in the subterranean slums, you make use of what you have. Levi carries these only to flex on enemies he feels he can toy with to show his superiority. Despite being a knife these weapons are used as swords and are boosted by the character's sword skill stat opposed to knife. Base Might: 1.
8- Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 90.
2- Gemnode Crystal Straight Swords: These swords are not flashy, but have been designed to be sturdy and effective. After having them reforged by Roy to resemble the blades of the Fuhrer, these weapons no longer result in a skill and speed debuff when dual weilding. The Gemnode crystal is extremely hard, and deals 4 x damage to Gemnodes. Base 250 blade type damage.
2-Steak Knives: These dull kitchen utensils were never meant for battle, but when you grew up in the subterranean slums, you make use of what you have. Levi carries these only to flex on enemies he feels he can toy with to show his superiority. Despite being a knife these weapons are used as swords and are boosted by the character's sword skill stat opposed to knife. Base Might: 1.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
8- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
8- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Windscale Pendant: An ancient pendant, made from a pale blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Darting Blow: 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
Don’t Die On Me. Survive: Signature ability. Once per battle, Levi may instruct all characters that are on his team, or allied NPCs, to survive the battle. This will only work if the character is a lower level than Levi. This request will reach all characters who meet the parameters within three range of Levi. After hearing this command, the allies will survive a single lethal hit for the remainder of the battle. Any character who has revived this buff but dies regardless will increase Levi’s total damage output for the battle by 25%. If the character who falls is a member of Levi’s squad, he will receive a 50% damage buff if they fall in battle after being instructed not to. Costs: 6 pg
Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg
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.
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 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
Cut After Cut (II): Signature ability. If this unit defeats an enemy using their blades, they may take another turn. They may not change weapons or attack type. However, after defeating a foe this character will boost its total damage by 20% and add 5 to its speed. This unit may continue doing this as long as it continues to defeat foes, maxing out at 8 total extra turns. After finishing your phase after using this ability, the character will suffer -25 speed and -25 skill from base levels as well as losing all item and ability based evasion boosts during the enemy turn and Levi's next phase. This ability may be used once every three turns. Costs: 8 pg
Ackerman Instinct: Ackerman exclusive ability. Three times in a battle, this character will be filled by an incredible sense of strength and purpose. This will allow them to add 20% to any roll, as well as 25% to the total damage of their attack on that turn. 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
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 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. (2.05x) (4.1x) Costs: 4 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Unbreakable Soul: This character stood amidst the sea of raging souls when Father absorbed all life on the central continent. However, the soul of this character remained unbroken and reached the center of the Soul Stone. This character cannot be killed on a turn if it has started that turn with full HP. They will survive the turn with 1HP. This ability will only trigger once a battle. Costs: 1 pg
Fury of The Fallen: 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
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 Swordsmanship level.
Titan killer: When attacking a unit who is size class Large or bigger, this unit will add 30% to their damage output. Costs: 2 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Ackerman Instinct (II): Ackerman exclusive ability. Three (five) times in a battle, this character will be filled by an incredible sense of strength and purpose. This will allow them to add 25% to any roll, as well as 50% to the total damage of their attack on that turn. Costs: 8 pg
(TBA) Sasageyo: Scout exclusive ability. This character risks their lives for the sake of humanities future. For every evasion point this character acquires from ability, terrain, items, or speed boosts, they will add that number to their base attack stat. Costs: 3 pg
(TBA) Concele Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 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
(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) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once per weapon they have. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto space it was thrown onto in order to retrieve it. Costs: 2 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Cleave: The unit may try and instant kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg
(TBA) Yanking Combat: If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg
Character Type: Melee, Speed, Stealth, Assasin
Weaknesses: Bleeding, real damage blows, and throwing attacks. This character naturally resists evasion downing moves and abilities.
Character Type: Melee, Speed, Stealth, Assasin
Weaknesses: Bleeding, real damage blows, and throwing attacks. This character naturally resists evasion downing moves and abilities.
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