Tuesday, October 29, 2019
Count Dooku
Count Dooku: Level 56
HP: 91,600
Attack: 450
1GM Sword: 200
5M Energy: 80
5M Light: 80
5M Psychic: 80
5M Throw: 80
Count Dooku's Lightsaber: 500 (950) (1150) (1230) (1310) (6550) (13,100)
Psychic Blast: 450 (530) (2650)
Sith Lightning: 300 (750) (830) (910) (990) (4,950) (9,900)
Force Push: 200 (650) (730) (3650)
Defense: 450
5M Armor: 80
Count Dooku's Sith Robes: 350 (800) (880)
Sith Cloak: 150 (1030)
Speed: 168
Skill: 180
Move: 6
Items:
Count Dooku's Lightsaber: +10 speed. A masterfully crafted Lightsaber. The curved hilt allows for advanced parrying techniques, allowing the user to have a 60% chance to land a parry-repost if they have the ability. Like all lightsabers, this weapon is somewhat fragile. Base 500 blade/energy/light type damage.
Count Dooku's Sith robes: +30 avoid in the dark. These robes grant resistance to blade and pierce type damage. These robes also grant a robust 350 defense.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. It can be used to strike an adjacent square with lightning.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Twisted Spoon: Boosts any unit's psychic type damage by 50%.
Abilities:
Way of The Force and The Blade: This character may use it's psychic and force abilities in tandem with its lightsaber. This works much like dual wield. However, this will result in a 10 speed debuff and skill debuff. Costs: 5 pg or GM in sword or GM in psychic.
Force Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
Sith Lightning: This character may cast powerful lightning at foes with 1-2 range. This works like a throw, and it may move an opponent up to 3 spaces away from the character who is casting the attack. This attack may be used to counter foes, making it particularly dangerous. Also, unlike a regular throw, if this character casts the attacked foe into another enemy unit, that unit will take the full damage of the attack. This ability may only be used once a turn. Base 300 energy/psychic/throw type damage. Costs: 6 pg
Force Push: +40 hit. If this attack lands, it will prevent counter-attacking. This character may push an opponent up to three spaces away from themselves in a straight line. If a character is pushed into hazardous terrain, they will take the terrain penalties immediately. This attack has a base 200 psychic type might. Costs: 3 pg
Force Choke: This character may choke an opponent, holding them helplessly in the air. The first turn this attack is used, the foe will take no damage. If a foe is immune to choking, this attack will do no damage. However, at the start of the next turn, this character will take the damage of this character's normal psychic blast as well as losing 10% of their total HP. This attack can damage a foe up to five turns, and the foe cannot counter-attack. However, while using this ability, the character will have zero avoid, and if they are stuck, it will drastically decrease the number of turns they can choke a foe. This ability has a 5 turn cooldown. This ability works less well on large, heavy, and strong characters. Superhuman strength helps reduce the power of this ability. Psychic characters break out of this ability very quickly. Costs: 6 pg
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
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
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
Sword Assault: This unit rushes in with its weapon 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 damage and finishes with a 2 x damage strike. Costs: 5 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
Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg
Character Type: Psychic, Melee, Strategist
Weakness: For every melee level higher than Dooku a foe is, their chance to cleave him will be increased by 15% rather than 10%. Mild weakness to magic type damage. Resists psychic and absorb.
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