Monday, September 3, 2018

Annie Leonhart





Annie: Level 55
HP: 54,000 (97,200 Seraph Robe+1UP)
Attack: 550
3GM Martial: 600
2M Bite: 50
GM Sword: 200 (400)
3M Throw: 60
5M Air: 80
Elite Demon Slaying Sabre: 500 (1050) (1450) (2900) (5800) (17,400) (71,340) (89,175)
Defense: 350 
5M Armor: 80
True Patriot's Uniform: 800 (1150) (1230)
Rayquazascale Pendant: 100 (180) (1080) (2310)
Rayquazascale Pendant: 100 (180) (1080) (3390)
Airscale Pendant: 20 (100) (600) (3990)
Airscale Pendant: 20 (100) (600) (4,590)
Speed: 160 (180) (190) (+20 avoid) (+35 avoid) (+20 avoid) (-15 PTSD)
Skill: 165 (-15 PTSD)
Move: 6 (9 with ODM)




Items:

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character. 

2-Elite Devil Slaying Sabre++: +10 speed. A curved and deadly blade. This weapon removes all dual weild debuffs. Base 500 blade type might. This weapon deals 50% more damage to Eldians and Demon type units.

True Patriot's Uniform++: A bold military uniform. This uniform grants immunity to bullet type damage, as well as extreme resistance to body damage, and resistance to explosion type damage. This uniform is shockingly sturdy, as it has been laced with Vibranium. This outfit defends against psychic and magic. Base: 800 defense. 

Stealth Cloak: This extremely ligthweight cloak offers no extra defense, but it does grant +20 to this character's avoid. 

Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 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 +20 avoid for the remainder for their turn.

Flame Stoneplate Ring: 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 fire type damage.

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Pure Stone

Razor Stone

Razor Plate

10-Air Gems

5-Toxic Sedatives: Consumable. Removes PTSD fro 5 turns. -10% HP when taken.

Abilities:

Squad Killer: Annie Signature ability. Regardless of the number of foes she faces, Annie never seems to be at a disadvantage. She will deal double damage to all units who are part of a "Squad Commander" group, including the commander and any unit who is part of a squad. She will also prevent the ability "Squad Commander" as well as abilities like "Sing" from working if the character is within 25 spaces of her. This ability cannot be removed by strategist. 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

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg

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

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

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

Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Costs 10 pg

Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 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.

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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

(1 free pg at 55)

(TBA) 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) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This abiltiy cannot be removed by strategist. Costs: 2 pg

(TBA) Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will  multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. Costs: 6 pg

(TBA) Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

(TBA) Diamond Skin: This unit may take a turn to make areas of its skin hard and diamond-like. This will render the character immune to blade and pierce type attacks until this diamond skin wears off. This hardening lasts for 4 turns. However, it does take a full turn to do (The ability only starts working at the start of this character's next turn). Costs: 4 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

(TBA) Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 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) Diamond Fists: This unit may take a turn cover its fists with diamond-like armor. This adds 800 base might to regular fist attacks and gives them heavy shattering power. These fists also deal 50% more damage when initiating the attack. This ability cannot be removed by strategist. These fists will retain this diamond property unless they are targetted and destroyed. Costs: 3 pg

(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg

(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs: 3 pg

(TBA) Terrain Throw: This unit may pick up terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 40 damage plus this character's throw skill (100), but trees (60) (120) and rocky terrain (150) (210) are much stronger. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. Costs: 3 pg

(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg


Character Type: Monster, Martial, Melee

Weakness: This character can be one hit killed by cleave. Mild explosion type weakness, and explosive and shatter type damage will drastically reduce the duration of her diamond armor. Resists sonic, water, air, and earth damage. 

This Character has lost The Female Titan and no longer has access to Titan/Fear Abilities

Caps:
HP: Small (High with Titan)
Attack: 300 (700 with Titan)
Defense: 100 (500 with Titan)
Speed: 135
Skill: 140
Move: 6

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