Artemis Mikoto Akerman: Level 59
HP: 90,240
Attack: 950
2M Spear: 50
1M Sword: 40
1M Air: 40
2M Martial: 50
2M Water: 50
1 Light: 5
Collapsing Gale Lance: 300 (1250) (1300) (1340) (1380) (6900) (7,590)
Collapsing Light Gale Lance: 300 (1250) (1300) (1340) (1380) (1385) (6,925) (13,850) (14,543) (21,814)
Collapsing Gale Lance: 300 (500) (1450) (1500) (1540) (1580) (1630) (1780) (8,900) (13,350) (18,690)
Collapsing Light Gale Lance: 300 (500) (1450) (1500) (1540) (1580) (1630) (1635) (1785) (8,925) (17,850) (26,775) (27,668) (41,502)
Defense: 700
2M Armor: 20
Nightjar Ninja Crimson Feathered Cloak: 200 (900) (920)
Speed: 189 (199) (+20 when attacking) (+25 avoid)
Skill: 189 (199) (209) (+20 when being attacked)
Move: 7 (10)
Items:
Levi's Ascot: A small scarf given to Artemis by her father. She wears it proudly and is very fussy to keep it clean. Boosts her skill by 10.
Nightjar Ninja Crimson Feathered Cloak: +10 skill to units who wear this cloak as the only form of armor. A cloak worn by Nightjar Ninja. This cloak was stolen and given to Artemis and was dyed a deep blood-red. Offers resistance to blade, pierce, and poison type damage as well as granting resistance to bleeding statuses. This cloak also allows a character to glide from high structures. This cloak also protects from cold weather and cold debuffs. Offers 200 defense.
Collapsing Gale Lance: A unique weapon fashioned by Zoe Hange for Artemis. It is made of highly purified Thor's Ore and air-enhanced Protodermis. This gives the blade of the weapon air-type elemental damage. However, the naginata-like weapon conceals the entire pole of the spear inside the hilt of the blade, allowing the weapon to function as a sword. In sword form, this weapon grants a +10 speed boost to the character using it. In spear form, it grants +20 skill and avoid against characters using body weapons (except for tail) and short melee weapons. Also, because the spear handle is concealed, when the spear form is first activated against a foe during a battle, it will have +40 hit unless the foe has some sort of sense enhancing ability. Base 300 air/blade and/or pierce type damage.
8-Air Gem: 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.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
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:
Collapsing Light Gale Lance: 300 (1250) (1300) (1340) (1380) (1385) (6,925) (13,850) (14,543) (21,814)
Collapsing Gale Lance: 300 (500) (1450) (1500) (1540) (1580) (1630) (1780) (8,900) (13,350) (18,690)
Collapsing Light Gale Lance: 300 (500) (1450) (1500) (1540) (1580) (1630) (1635) (1785) (8,925) (17,850) (26,775) (27,668) (41,502)
Defense: 700
2M Armor: 20
Nightjar Ninja Crimson Feathered Cloak: 200 (900) (920)
Speed: 189 (199) (+20 when attacking) (+25 avoid)
Skill: 189 (199) (209) (+20 when being attacked)
Move: 7 (10)
Items:
Levi's Ascot: A small scarf given to Artemis by her father. She wears it proudly and is very fussy to keep it clean. Boosts her skill by 10.
Nightjar Ninja Crimson Feathered Cloak: +10 skill to units who wear this cloak as the only form of armor. A cloak worn by Nightjar Ninja. This cloak was stolen and given to Artemis and was dyed a deep blood-red. Offers resistance to blade, pierce, and poison type damage as well as granting resistance to bleeding statuses. This cloak also allows a character to glide from high structures. This cloak also protects from cold weather and cold debuffs. Offers 200 defense.
Collapsing Gale Lance: A unique weapon fashioned by Zoe Hange for Artemis. It is made of highly purified Thor's Ore and air-enhanced Protodermis. This gives the blade of the weapon air-type elemental damage. However, the naginata-like weapon conceals the entire pole of the spear inside the hilt of the blade, allowing the weapon to function as a sword. In sword form, this weapon grants a +10 speed boost to the character using it. In spear form, it grants +20 skill and avoid against characters using body weapons (except for tail) and short melee weapons. Also, because the spear handle is concealed, when the spear form is first activated against a foe during a battle, it will have +40 hit unless the foe has some sort of sense enhancing ability. Base 300 air/blade and/or pierce type damage.
8-Air Gem: 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.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
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:
Rallying Cry (III): Hinoka's Signature ability. All allies within two range of Hinoka will boost their total damage by 20% (40%) (60%). Costs: 4 pg
Provoke: This character is intentionally inslunting and provoking. This will force a foe to counter-attack them the maximum number of times that their speed will allow. However, this character has a 30% chance to choose what attack is used by the enemy to counter. This will not allow the character to swap the equipped weapon of the foe. Costs: 2 pg
Concele Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Light and Dark: Signature ability. This character is born from both dark and light. As such they embody black violence while maintaining a dazzling elegance in their attacks. This ability grants +10 speed when attacking and +20 skill when being attacked. Costs: 3 pg
Sunlight Sword: This character may take a turn to add light type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the light-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
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
Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg
Hand to Spear Combat (II): This unit adds its x 3 its martial skill damage to its spear damage. Costs: 4 pg
Unbreakable Soul: This character stood amidst the sea of raging souls when Father absorbed all life on the central continent. However, the soul of this character remained unbroken and reached the center of the Soul Stone. This character cannot be killed on a turn if it has started that turn with full HP. They will survive the turn with 1HP. This ability will only trigger once a battle. Costs: 1 pg
Cut After Cut (II): Signature ability. If this unit defeats an enemy using their blades, they may take another turn. They may not change weapons or attack type. However, after defeating a foe this character will boost its total damage by 20% and add 5 to its speed. This unit may continue doing this as long as it continues to defeat foes, maxing out at 8 total extra turns. After finishing your phase after using this ability, the character will suffer -25 speed and -25 skill from base levels as well as losing all item and ability based evasion boosts during the enemy turn and Levi's next phase. This ability may be used once every three turns. Costs: 8 pg
Spear Of Flowing Water Crushing Rock: This ability may not be removed by strategist. This martial arts form may be used to attack or to counter alongside the spear attacks of this character, but only if the character has the ability "Hand to Spear Combat". This will add 200 extra damage to the spear/martial attacks as well as granting water type damage to the weapon if it is able to sustain the augment. Costs: 4 pg
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
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
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 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
(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
(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) 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
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 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. Costs: 4 pg
(TBA) Mage Killer: When attacking an enemy unit who is using an attack enhanced with magic, dark, or light type damage, the total might of the enemy counter-attack will be reduced by 50%. Costs: 3 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) Spin Deflect: If this unit has a staff or spear equipped, they may perform a spin deflect. If this unit is attacked by an enemy that has a lower skill stat 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
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
(TBA) Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg
(TBA) Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg
(TBA) Squad Commander: This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Costs: 4 pg
(TBA) Sasageyo: Scout exclusive ability. This character risks their lives for the sake of humanity's future. For every evasion point this character acquires from ability, terrain, items, or speed boosts, they will add that number to their base attack stat. Costs: 3 pg
(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by Strategist. (2.05x multiplier) Costs: 4 pg
(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) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 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) 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
(TBA) Cleave: The unit may try and instant 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
Character Type: Speed, Stealth, Melee, Support
Weakness: Resists speed and evasion dropping abilities. Mild weakness to arrows and axes. Mild weakness to throwing attacks. Mild weakness to the bleeding status. Resists spears and air type damage.
Caps:
HP: Low
Attack: 300
Defense: 50
Speed: 144
Skill: 144
Move: 7
Character Type: Speed, Stealth, Melee, Support
Weakness: Resists speed and evasion dropping abilities. Mild weakness to arrows and axes. Mild weakness to throwing attacks. Mild weakness to the bleeding status. Resists spears and air type damage.
Caps:
HP: Low
Attack: 300
Defense: 50
Speed: 144
Skill: 144
Move: 7
No comments:
Post a Comment