Zoe Hange: Level 56
HP: 127,680 (255,360 1UP+Draught of Life)
Attack: 1050
5M Sword: 80
GM Martial: 200
GM Explosion: 200
5M Air: 80
Martial Attack: 700 (780)
Pure Titan Blade: 400 (1450) (1430) (4,290)(5,363)
Thunder Spears: 3000 (4050) (4250) (25,500) (76,500)(95,625)
Titan Form Martial: 1050 (1250) (3750) (11,250) (22,500) (28,125)
Pure Titan Blade: 400 (1450) (1430) (4,290)(5,363)
Thunder Spears: 3000 (4050) (4250) (25,500) (76,500)(95,625)
Titan Form Martial: 1050 (1250) (3750) (11,250) (22,500) (28,125)
Titan Form Diamond Fists: 800 (1850) (2050) (6,150) (18,450) (36,900) (55,350) (69,188)
Defense: 850
5M Armor: 80
War Scout Underarmor: 200 (1050) (1130)
War Scout Armor: 300 (1430)
Elite Scout Cloak: 100 (1530) (2295)
Rayquazascale Pendant: 100 (180) (1080) (2,630)
Rayquazascale Pendant: 100 (180) (1080) (2,630)
Rayquazascale Pendant: 100 (180) (1080) (3,710)
Airscale Pendant: 20 (100) (600) (4,310)
Airscale Pendant: 20 (100) (600) (4,910) (7,365)
Speed: 170 (175) (+20 avoid) (+30 avoid) (170 speed and -30 avoid as Titan)
Skill: 165 (+5-10)
Move: 6 (11 with ODM) (9)
Items:
8- Pure Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 400.
Skill: 165 (+5-10)
Move: 6 (11 with ODM) (9)
Items:
8- Pure Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 400.
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.
Elite Thunder Spear Launcher: This weapon will allow this character to launch up to 4 thunder spears in one attack, allowing for an utterly devastating attack. However, only 8 Thunder Spears can ever be carried by a character.
8-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. These weapons may recieve explosion proficiency despite being dual typing.
8-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. These weapons may recieve explosion proficiency despite being dual typing.
Tinted Goggles: Goggles designed by Zoe. These will prevent her from taking hit or skill debuffs from blinding abilities. This will also cause immunity to the PSI-Flash crying status. Unfortunately, these goggles are relatively fragile.
Berkian Heroe's Pendant: A pendant given to Zoe Hange for her immense help in designing weapons and defenses for Berk. 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 Zoe Hange for her immense help in designing weapons and defenses for Berk. 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.
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.
10- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
10- 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.
Abilities:
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Character Type: Strategist, Melee, Speed
Weakness: Burning and bleeding status give double damage to this character.
Abilities:
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
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
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
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
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
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 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
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
(1 free pg at 56)
(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. (Only works in Titan form). Costs: 4 pg
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 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) 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
(TBA) 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. (Cannot Function in Titan Form) Costs: 4 pg
(TBA) 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. (Cannot function in Titan Form) Costs 5 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) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
(TBA) Cleave: The unit may try and instantly 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) 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.
(TBA) Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, it will add 100 to its base attack stat. However, each time this unit attacks, it will also deduce 50 from its defense stat (which can enter the negatives). These additions and subtractions are only counted when this character is battling the particular foe they are interested in. This move cannot be canceled until the enemy is beaten or this character falls. Costs: 4 pg
Character Type: Strategist, Melee, Speed
Weakness: Burning and bleeding status give double damage to this character.
Caps:
HP: Small (High with Titan)
Attack: 200 (700 with Titan)
Defense: 100 (500 with Titan)
Speed: 140
Skill: 135
Move: 6
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