General Grievous: Level 69
HP: 336,000 (672,000 Draught of Life+1UP) (1,344,000) (2,016,000 Heart and Soul)
Attack: 3000
5GM Sword: 1000
5GM Energy: 1000
5GM Light: 1000
5GM Marksman: 1000
5GM Explosion: 1000
Elite Trophy Lightsaber: 1200 (3200) (4200) (5200) (6200) (46,500) (93,000) (186,000) (372,000) (465,000)
Lightsaber: 800 (3800) (4800) (5800) (43,500) (87,000) (108,750)
Heavy Hand Blaster: 600 (3600) (4600) (5600) (6600) (49,500) (99,000) (198,000) (247,500)
Defense: 2800 (5600)
GM Armor: 200
Durasteel Cybernetic Kaleesh Armor: 1200 (6800) (7000)
Kaleesh Warlord Cloak: 300 (7300)
Kaleesh Warlord Cloak: 300 (7300)
GM Shield: 200
Elite Energy Shield: 100 (1100) (1300) (9,750) (19,500) (39,000) (46,300)
Elite Energy Shield: 100 (1100) (1300) (9,750) (19,500) (39,000) (85,300)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (115,900)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (146,500)
Elite Light Shield: 100 (1100) (1300) (9,750) (19,500) (166,000)
Elite Light Shield: 100 (1100) (1300) (9,750) (19,500) (185,500)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (200,800)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (216,100)
Centaur Heart
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
4-Elite Trophy Lightsaber+++: +10 speed. These weapons are the signature weapons of the terrifying Droid General Grievous. They have been altered to only work in his hands. These weapons has notably high base might for an elemental weapon, but that is due to the fragility of the device. This weapon is susceptible to EMP attacks and is easily damaged or destroyed by precise enemy attacks. Base 1200 energy/light/blade type damage. These weapons deal 50% more damage to Jedi, Psychics, or characters who have access to Holy/Sacred type damage.
4-Elite Trophy Lightsaber+++: +10 speed. These weapons are the signature weapons of the terrifying Droid General Grievous. They have been altered to only work in his hands. These weapons has notably high base might for an elemental weapon, but that is due to the fragility of the device. This weapon is susceptible to EMP attacks and is easily damaged or destroyed by precise enemy attacks. Base 1200 energy/light/blade type damage. These weapons deal 50% more damage to Jedi, Psychics, or characters who have access to Holy/Sacred type damage.
4-Kyber Crystal: An item placed into a lightsaber. This will double the total weapon damage. This item will be stolen if the weapons themselves are stolen.
8-Lightsaber++: A weapon fashioned from Kyber Krystal. This weapon has a relatively high base might for an elemental weapon, but this is due to the fragility of the device. This weapon is susceptible to EMP attacks and is easily damaged or destroyed by precise enemy attacks. Base 800 energy/blade type damage.
2-Heavy Hand Blasters++: A heavy energy blaster. Deals decent damage to enemy armor. Always strikes twice when attacking. 1-2 range. Base 600 energy/explosion/marksman type damage.
White Durasteel Cybernetic Kaleesh Armor: Improved plated armor with bone-like plates and a terrifying mask. This armor was designed to keep Grievous alive and allows him to survive in space. Durasteel grants extreme resistance to energy and explosion type damage. The newly crafted, glistening white portions of the armor are made of finely forged Silverlight. As such, this armor also offers immunity to light type damage. This armor also grants +2 movement. Base 1200 defense.
Kaleesh Warlord Cloak: A large silver cloak with a splendid red lining. This cloak offers extreme resistance to blade and resistance to air, earth, and water. Base 300 defense.
Character Type: Melee, Strategist, Murderer
Weakness: Weak to attacks that directly target his vital organs. Extremely resists psychic and bludgeon type attacks,
Caps:
HP: High
Attack: 300
Defense: 100
Speed: 111
Skill: 150
Move: 6
8-Lightsaber++: A weapon fashioned from Kyber Krystal. This weapon has a relatively high base might for an elemental weapon, but this is due to the fragility of the device. This weapon is susceptible to EMP attacks and is easily damaged or destroyed by precise enemy attacks. Base 800 energy/blade type damage.
2-Heavy Hand Blasters++: A heavy energy blaster. Deals decent damage to enemy armor. Always strikes twice when attacking. 1-2 range. Base 600 energy/explosion/marksman type damage.
White Durasteel Cybernetic Kaleesh Armor: Improved plated armor with bone-like plates and a terrifying mask. This armor was designed to keep Grievous alive and allows him to survive in space. Durasteel grants extreme resistance to energy and explosion type damage. The newly crafted, glistening white portions of the armor are made of finely forged Silverlight. As such, this armor also offers immunity to light type damage. This armor also grants +2 movement. Base 1200 defense.
Kaleesh Warlord Cloak: A large silver cloak with a splendid red lining. This cloak offers extreme resistance to blade and resistance to air, earth, and water. Base 300 defense.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Ring of Steel Protection: 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 blade and pierce type damage.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Devilish Destruction Charm
12- Energy Gems+Energy Plate
24-Day Pearls+Light Plate
12- Volatile Crystals+Explosion Plate
Abilties:
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
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
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
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 to their total movement, add +20 to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 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
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Foot Choke: This character uses its clawed foot to grab the throat of a foe. This ability may be used once every three turns. This attack has only one range, but it will ignore skill and speed debuffs from weapons that are being used in the hand or hands of this character (including debuffs from abilities like dual wield). If this attack lands, the enemy character will immediately lose 10% of their total HP if they are affected by choking. The choked foe can only counter-attack with short-ranged melee weapons or body type attacks. If this choke lands, the character who lands the attack will immediately follow up with their regular attacks, and the choked foe will have 0 avoid for the remainder of the turn. However, the character who is choking the foe will also have -50 avoid from the choked character. This choke will prevent abilities like roll-back or blast back from working. This choke only lasts during the turn of the character who activates it, but their allies may take advantage of this. This ability may only be used on foes who are physically smaller than the character (not a size class). Costs: 4 pg
12- Energy Gems+Energy Plate
24-Day Pearls+Light Plate
12- Volatile Crystals+Explosion Plate
Abilties:
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
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
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
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
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 to their total movement, add +20 to their avoid for the rest of their phase and the enemy phase as well, and they will ignore dangerous terrain. Costs: 2 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
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Foot Choke: This character uses its clawed foot to grab the throat of a foe. This ability may be used once every three turns. This attack has only one range, but it will ignore skill and speed debuffs from weapons that are being used in the hand or hands of this character (including debuffs from abilities like dual wield). If this attack lands, the enemy character will immediately lose 10% of their total HP if they are affected by choking. The choked foe can only counter-attack with short-ranged melee weapons or body type attacks. If this choke lands, the character who lands the attack will immediately follow up with their regular attacks, and the choked foe will have 0 avoid for the remainder of the turn. However, the character who is choking the foe will also have -50 avoid from the choked character. This choke will prevent abilities like roll-back or blast back from working. This choke only lasts during the turn of the character who activates it, but their allies may take advantage of this. This ability may only be used on foes who are physically smaller than the character (not a size class). Costs: 4 pg
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
Four Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -25 skill and speed loss while using this ability. Dual wield is required for this ability to function. Costs: 5 pg and Dual Wield.
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
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 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
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Jedi Slayer: This unit specializes in killing sword-wielding foes. Especially Jedi. If this character attacks a foe who has access to a sword and does not kill them, they will buff their damage against that foe by 50% after the engagement. This buff will continue for the rest of the battle. This buff may activate multiple times, maxing out at a 300% damage boost. The damage boost buff will be 100%, rather than 50%, if the foe is a Jedi. Costs: 7 pg
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
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 weapon level.
Character Type: Melee, Strategist, Murderer
Weakness: Weak to attacks that directly target his vital organs. Extremely resists psychic and bludgeon type attacks,
Caps:
HP: High
Attack: 300
Defense: 100
Speed: 111
Skill: 150
Move: 6
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