Tuesday, May 21, 2019

Kenny Ackerman





Kenny!: Level 52
HP: 66,000 (85,800 Seraph Robe) (118,800 1 UP)
Attack: 180
2GM Marksman: 400
1GM Knife: 200
1GM Sword: 200
MP Anti Personelle Shotgun: 1000 (1180) (1580) (3160) (4740) (9,480)
Hand Held MP Pistol: 300 (480) (880) (1760) (2640) (5,280)
Kenny's Dagger: 300 (480) (680) (1360) (2040) (4,080)
Leonhart: 500 (680) (880) (2640) (3960) (7,920)
Defense: 130
5M Armor: 80
MP Armor: 300 (430) (510)
Speed: 155 (150)(160) (+15 Leonhart)
Skill: 160 (155)
Move: 6 (9 ODM)




Items:

12- MP Anti Personelle Shotgun: +50 hit at 2 range. This weapon is extremely devastating, but may only be fired once per turn, and upon firing the weapon is empty and must be replaced. This weapon deals 50% more damage if fired at 1 range. This weapon has a base 1000 bullet type damage.

2-Hand Held MP Pistol: + 5 speed. Designed to be used when out of better ammunition, this simple pistol has 300 base bullet-type might.

Kenny's Dagger: + 10 speed. A dagger used for years by the assassin Kenny The Ripper. This unusual weapon does not interfere with proficiency boosts, allowing it to be used in tandem with other pure weapons in an extremely deadly manner. Base 300 blade type damage.

Leonhart: +15 speed. A hero's Relic designed for Kennie using the heart, bones, and Titan crystal skin of Annie Leonhart. If a Hero's Relic is within 20 spaces of the character who was killed to craft it, that character will suffer a 50% reduction in HP, total Attack, total Defense, Speed, and Skill. This weapon results in no debuffs from dual wield, and can be used with proficiency without removing proficiency from other damage types. This weapon has a long, collapsing cord between the twin blade, allowing it to be thrown and retracted if the character has "Weapon Throw". The blades are extremely hard and nearly impossible to break. Base 500 blade type damage.

MP Armor: Armor designed for superiority in military combat situations. Has shockingly good resistance to wear, and grants resistance to blade, bludgeon, and bullet type damage. Grants 300 defense.

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

Golden Casing

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). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.


Abilities:

Veteran Assasin: Signature Ability. If this unit attacks a foe with a regular attack, and it is the first time this character is attacking that particular enemy, the total might of the attacks will be tripled. Costs: 4 pg

Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 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

Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

Strategist (II): This unit may choose two first level abilities or one third level ability held by an enemy unit within 10 spaces. This ability 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

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

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Dual Gunner: 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 Marksman level.

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

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

Proficiency: If this unit uses a single attack type, they may double that attack type's total damage. Costs: 6 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

Skills:
Marksman: 2GM
Knife: 1GM
Armor: 5M

Character Type: Assasin, Speed, Stealth, Marksman, Strategist

Weakness: Resists speed and evasion downing abilities. Weak to explosion type damage.

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