Darth Vader: Level 76
HP: 588,000 (1,176,000) (2,352,000) (3,528,000) (4,233,600) (5,292,000) (6,350,400)
Attack: 7000
1 OMEGA Sword: 2000
1 OMEGA Energy: 2000
1 OMEGA Psychic: 2000
1 OMEGA Light: 2000
1 OMEGA Throw: 2000
Darth Vader's Lightsaber: 1600 (8600) (10,600) (12,600) (14,600) (109,500) (219,000) (438,000) (547,500)
Darth Vader's Lightsaber: 1600 (8600) (10,600) (12,600) (14,600) (16,600) (124,500) (249,000) (373,500)(747,000) (1,494,000) (1,867,500)
1 OMEGA Throw: 2000
Darth Vader's Lightsaber: 1600 (8600) (10,600) (12,600) (14,600) (109,500) (219,000) (438,000) (547,500)
Darth Vader's Lightsaber: 1600 (8600) (10,600) (12,600) (14,600) (16,600) (124,500) (249,000) (373,500)(747,000) (1,494,000) (1,867,500)
Psychic Blast: 7000 (9,000) (67,500) (135,000) (405,000) (506,250)
Force Push: 200 (7200) (9200) (69,000) (138,000) (414,000) (621,000) (776,250)
Force Pull: 200 (7200) (9200) (69,000) (138,000) (414,000) (621,000) (776,250)
Defense: 7000 (14,000)
1 OMEGA Armor: 2000
Cybernetic Sith Armor: 1000 (15,000) (17,000)
Sith Cloak: 150 (17,150) (34,300) (51,450)
Force Push: 200 (7200) (9200) (69,000) (138,000) (414,000) (621,000) (776,250)
Force Pull: 200 (7200) (9200) (69,000) (138,000) (414,000) (621,000) (776,250)
Defense: 7000 (14,000)
1 OMEGA Armor: 2000
Cybernetic Sith Armor: 1000 (15,000) (17,000)
Sith Cloak: 150 (17,150) (34,300) (51,450)
1 OMEGA Shield: 2000
Light Mental Shield: 1000 (3000) (5000) (7000) (52,500) (105,000) (210,000) (420,000) (437,150)
Energy Mental Shield: 1000 (3000) (5000) (7000) (52,500) (105,000) (210,000) (420,000) (857,150)
Elite Advanced Energy Shield: 100 (2100) (4100) (30,750) (61,500) (123,000) (980,150)
Elite Advanced Light Shield: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,103,150)
Elite Advanced Psychic Shield: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,226,150)
Energyscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,286,750)
Lightscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,347,350)
Psychicscale Pendant: 20 (2020) (15,150) (30,300) (60,600) (1,407,950) (2,815,900) (4,223,850)
Speed: 245 (250)
Skill: 290 (340) (360)
Move: 7 (8) (10)
Items:
Darth Vader's Lightsaber+++: One of the darkest and most powerful lightsabers ever crafted. Though it is still vulnerable to EMP attacks and real damage blows, this lightsaber is exceptionally strong without incurring any speed debuffs. The weapon deals 25% (50%) extra damage during assault moves. Base 600 (1800) energy/blade/light type damage.
Cybernetic Sith Armor: Armor crafted to keep Darth Vader alive. Grants resistance to dark and fire type damage. This suit is exceptionally defensive, granting 1000 base defense without any speed debuffs. This suit allows the character to survive in space.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
Speed: 245 (250)
Skill: 290 (340) (360)
Move: 7 (8) (10)
Items:
Rune Arc
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.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Darth Vader's Lightsaber+++: One of the darkest and most powerful lightsabers ever crafted. Though it is still vulnerable to EMP attacks and real damage blows, this lightsaber is exceptionally strong without incurring any speed debuffs. The weapon deals 25% (50%) extra damage during assault moves. Base 600 (1800) energy/blade/light type damage.
Cybernetic Sith Armor: Armor crafted to keep Darth Vader alive. Grants resistance to dark and fire type damage. This suit is exceptionally defensive, granting 1000 base defense without any speed debuffs. This suit allows the character to survive in space.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
1-Light Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Light, Psychic and Shield skill and item boosts.
1-Energy Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Energy, Psychic and Shield skill and item boosts.
Vader's Cybernetic Forged Eye: This eye grants +50 skill. However, the eye is susceptible to EMP and hacking.
12- Energy Gems+Plate
24-Day Pearls+Plate
12- Twisted Spoon+Plate
Boots
Abilities:
The Chosen One: Anakin's Signature ability. As the chosen one, Anakin is the strongest Force User to ever live. All his Force-related abilities deal 50% extra damage. Costs: 3 pg
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Character Type: Melee, Psychic, Destructive
Weakness: Weak to lightning-type damage, particularly and extreme weakness to Force lightning. Resists energy, martial, and bludgeon.
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.
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, and backstabs.
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.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Penance 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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Lingering Dragoncrest Ring: Augment abilities last twice as long. This item is easily stolen or dropped.
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. 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.
Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable.
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.
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.
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.
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.
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.
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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Furious Mark+++: A wax seal placed to hold down the furious heart of a character. This will triple (4x) (5x) (6x) the boosts granted by "Fury. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. Furious marks can be forged together to stack. A character may add one + per 20 pg levels via forging two marks together.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
4-Poms of Power (Energy, Psychic, Light)
12- Energy Gems+Plate
24-Day Pearls+Plate
12- Twisted Spoon+Plate
Boots
Abilities:
The Chosen One: Anakin's Signature ability. As the chosen one, Anakin is the strongest Force User to ever live. All his Force-related abilities deal 50% extra damage. Costs: 3 pg
Chosen One: This hero stands apart from others, seemingly chosen by destiny itself. This character will buff its damage and defense by %= 0.5 x its pg level. It will buff its speed and skill by 0.25 x its pg level. This boost is only active if the holder has lower level unique unit allies on the map. If this character falls in battle, these buffs will be inverted and given as debuffs to all their allies for the remainder of the battle. This ability will also be locked, unable to be removed and not functional, for the next six months. This is considered an ally boost. Costs: 3 pg
Force-Empowered Lightsaber Stance: This character may take their turn to augment their fighting style with the force for 5 (10) turns. This may only be done once (twice) per battle. This will add psychic-type damage to their lightsaber damage and double the damage. However, anytime this character uses a force ability, it will reduce the duration of the augment by one turn. Costs: 5 pg
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
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. This ability may be used when attacking or counter-attacking. Costs: 3 pg
Force Pull: If this attack lands, it will prevent counter-attacking. This character may pull an opponent up to three spaces toward themselves from in a straight line. The attack has 5 range. If a character is pulled into hazardous terrain, they will take the terrain penalties immediately. This attack has a base 200 psychic type might. This ability may be used when attacking or counter-attacking. This ability will also allow a character to immediately retrieve a thrown weapon. 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% (15%) 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 (3) 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
Force Crush: Anakin signature ability. Anakin reaches out and crushes everything within 6 spaces of him using the Force. This may only be used once (twice) a battle, however, it will work exactly like his force choke. Unlike the force choke, this ability will start immediately. Even when taking hits from enemy units, the extreme rage of Darth Vader can power through and continue this attack, making it very hard to escape. However, this crush lasts only three turns, not five. Costs: 6 pg
Force Disarm: If this character has a higher level in psychic than the foe's weapon level, then the character may use the force to yank the weapon directly from their hands. This may only be done once every three turns, and the weapon, once stolen, cannot be placed into the character's inventory until after the foe is killed or leaves the battle. The character may choose to drop the weapon. Costs: 4 pg
Jedi Killer: This character is extremely proficient at hunting Jedi. This will grant them a 50% damage boost when engaging characters who use the Light Side of the Force. However, it will also decrease their proficiency against users of the Dark Side, resulting in a 50% damage debuff against such foes. Costs: 2 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
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
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
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
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. This ability may be used when attacking or counter-attacking. Costs: 3 pg
Force Pull: If this attack lands, it will prevent counter-attacking. This character may pull an opponent up to three spaces toward themselves from in a straight line. The attack has 5 range. If a character is pulled into hazardous terrain, they will take the terrain penalties immediately. This attack has a base 200 psychic type might. This ability may be used when attacking or counter-attacking. This ability will also allow a character to immediately retrieve a thrown weapon. 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% (15%) 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 (3) 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
Force Crush: Anakin signature ability. Anakin reaches out and crushes everything within 6 spaces of him using the Force. This may only be used once (twice) a battle, however, it will work exactly like his force choke. Unlike the force choke, this ability will start immediately. Even when taking hits from enemy units, the extreme rage of Darth Vader can power through and continue this attack, making it very hard to escape. However, this crush lasts only three turns, not five. Costs: 6 pg
Force Disarm: If this character has a higher level in psychic than the foe's weapon level, then the character may use the force to yank the weapon directly from their hands. This may only be done once every three turns, and the weapon, once stolen, cannot be placed into the character's inventory until after the foe is killed or leaves the battle. The character may choose to drop the weapon. Costs: 4 pg
Jedi Killer: This character is extremely proficient at hunting Jedi. This will grant them a 50% damage boost when engaging characters who use the Light Side of the Force. However, it will also decrease their proficiency against users of the Dark Side, resulting in a 50% damage debuff against such foes. Costs: 2 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
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
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 (600).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (360).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (240).
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
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Force Proficiency (II): This character uses the Force alongside other weapons. This ability will boost the force damage similar to the ability Proficiency would. This ability and proficiency cannot stack. Costs: 6 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 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
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
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
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Character Type: Melee, Psychic, Destructive
Weakness: Weak to lightning-type damage, particularly and extreme weakness to Force lightning. Resists energy, martial, and bludgeon.
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