Major Alex Louis Armstrong: Level 46
HP: 43,200
Attack: 368
1M Martial: 40
1M Earth: 40
Cannon-Fire Alchemy: 200
Defense: 368
1 Armor: 5
Minion Armor: 300 (668) (673)
1 Shield: 5
Earth Shield: 100 (140) (145) (580) (1,253)
Speed: 121
Skill: 125
Move: 5
Items:
Fist of Gratia: Huge square bunching weapons. Deal considerable wear to plate style armor and barriers. Difficult to break. Deal 200 martial type damage.
Minion Armor: This armor grants resistance to pierce, bullet, and water type damage. Base 300 defense.
6-Earth Gem: This rare item will increase the total damage of earth type attacks by 50%.
Abilities:
Cannon-Fire Alchemy: Signature Ability. 1-2 range. Armstrong adds his Martial-type damage to his Earth-type blasts. These attacks will deal massive wear and can be used to counter. Does not interfere with "Weaponized Body". Cannot be removed with a strategist. Costs: 5 pg
Stone Edge: -20 hit. This immensely powerful attack is the perfect Earth-type counter to flying foes. 1-3 range. This attack has 600 base earth type might, and will deal triple damage to flying foes. It also deals extremely heavy armor wear and has a 40% chance to induce the bleeding status. This attack may strike multiple times depending on the speed stat of the character using it. This attack may be used every three turns. This attack is technically considered physical. Costs: 4 pg
Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
1 Shield: 5
Earth Shield: 100 (140) (145) (580) (1,253)
Speed: 121
Skill: 125
Move: 5
Items:
Fist of Gratia: Huge square bunching weapons. Deal considerable wear to plate style armor and barriers. Difficult to break. Deal 200 martial type damage.
Minion Armor: This armor grants resistance to pierce, bullet, and water type damage. Base 300 defense.
6-Earth Gem: This rare item will increase the total damage of earth type attacks by 50%.
Abilities:
Cannon-Fire Alchemy: Signature Ability. 1-2 range. Armstrong adds his Martial-type damage to his Earth-type blasts. These attacks will deal massive wear and can be used to counter. Does not interfere with "Weaponized Body". Cannot be removed with a strategist. Costs: 5 pg
Stone Edge: -20 hit. This immensely powerful attack is the perfect Earth-type counter to flying foes. 1-3 range. This attack has 600 base earth type might, and will deal triple damage to flying foes. It also deals extremely heavy armor wear and has a 40% chance to induce the bleeding status. This attack may strike multiple times depending on the speed stat of the character using it. This attack may be used every three turns. This attack is technically considered physical. Costs: 4 pg
Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
Earth Shield: Grants a protective shield of earth to the character. This shield does not defend against psychic, magic, or water type damage. The base might of the shield is 100 but is boosted by the earth skill stats and boosts of this character. Costs: 4 pg
Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg
Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output 3x. Costs: 8 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
Inhuman Strength Stance: This character may take one turn to take a powerful fighting stance. This stance will last for the rest of the battle. In this stance, damage buffs from Inhuman Strength may be applied to abilities like Nen-Master, Ki-Master or other single-element martial attacks that are normally only boosted by Weaponized Body (if all abilities are unlocked). This ability may not be removed by strategist. This does not count as a conditional boost. Costs: 1 pg
(TBA) Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg
(TBA) Cute Charm: If this unit has units within five spaces of it that think it is cute, their total attack damage will be doubled. Costs: 3 pg
(TBA) 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
(TBA) 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
(TBA) Rock Tomb: Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 and their move by 2. Although it is an earth attack, this may strike flying units. Costs: 4 pg
(TBA) Savage Elements: Alchemist and Sorcerer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. 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) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 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 2x the attack stat of the character using this ability. This damage cannot be resisted. This damage completely ignores defense. Costs: 4 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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
(TBA) 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
(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) 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 -15 Hit.
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) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 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) 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
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) 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
(TBA) Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 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) 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. 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) Neck Break: This ability may only be used once a battle. The character chooses and 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 paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Confidence: Each time this character dodges a foe entirely in an engagement, it will boost its base attack 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) Building Anger: The sight of close allies falling in battle slowly builds a deep fury inside this unit. For every close ally that falls with ten spaces of this character, it will add 50 to its base attack to the rest of the battle. This boost will cap at 400 damage. Costs: 2 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
Character Type: Martial, Element
Weakness: Weak to bullet type damage. Resists martial damage.
Caps:
Attack: 400
Defense: 400
Speed: 131
Skill: 136
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output 3x. Costs: 8 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
Inhuman Strength Stance: This character may take one turn to take a powerful fighting stance. This stance will last for the rest of the battle. In this stance, damage buffs from Inhuman Strength may be applied to abilities like Nen-Master, Ki-Master or other single-element martial attacks that are normally only boosted by Weaponized Body (if all abilities are unlocked). This ability may not be removed by strategist. This does not count as a conditional boost. Costs: 1 pg
(TBA) Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. Costs: 3 pg
(TBA) Cute Charm: If this unit has units within five spaces of it that think it is cute, their total attack damage will be doubled. Costs: 3 pg
(TBA) 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
(TBA) 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
(TBA) Rock Tomb: Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 and their move by 2. Although it is an earth attack, this may strike flying units. Costs: 4 pg
(TBA) Savage Elements: Alchemist and Sorcerer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. 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) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 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 2x the attack stat of the character using this ability. This damage cannot be resisted. This damage completely ignores defense. Costs: 4 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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
(TBA) 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
(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) 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 -15 Hit.
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) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 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) 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
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) 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
(TBA) Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 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) 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. 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) Neck Break: This ability may only be used once a battle. The character chooses and 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 paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Confidence: Each time this character dodges a foe entirely in an engagement, it will boost its base attack 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) Building Anger: The sight of close allies falling in battle slowly builds a deep fury inside this unit. For every close ally that falls with ten spaces of this character, it will add 50 to its base attack to the rest of the battle. This boost will cap at 400 damage. Costs: 2 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
Character Type: Martial, Element
Weakness: Weak to bullet type damage. Resists martial damage.
Caps:
Attack: 400
Defense: 400
Speed: 131
Skill: 136

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