Wednesday, November 13, 2019

Obi-Wan Kenobi





Obi-Wan Kenobi: Level 48
HP: 48,600
Attack: 96
5M Sword: 80
5M Energy: 80
3M Light: 60
4M Psychic: 70
Kenobi's Lightsaber: 400 (496) (576) (656) (716) (2864) (5728)
Psychic Blast: 96 (166) (664)
Defense: 96
3M Armor: 60
Jedi Republic Armor: 300 (396) (456)
Jedi Cloak: 150 (606)
Kenobi's Lightsaber: 358 (1432) (2864) (3470)
Speed: 122
Skill: 139
Move: 5




Items:

Kenobi's Lightsaber: A lightsaber designed by Obi-Wan. This unusual weapon is specially designed for defense and as such, the wielder may add half of the damage of the blade's strikes to their base defense when an enemy initiates the attack, much like a shield would be used. This weapon has a base 400 blade/energy/light type might.

Jedi Republic Armor: Armor designed for the Jedi. It grants resistance to explosion and martial type damage. It is fairly sturdy and light. Base 300 defense.

Jedi Cloak: A cloak worn by a Jedi. This will grant resistance to dark and energy type attacks. Base 150 defense.

6- 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.

12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

6- 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

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

Mind Trick: Once every three turns, this character may attempt to sway the mind of a weak-willed foe. If this succeeds, that foe will do whatever this character commands them to during their next phase. However, this control lasts only for one turn. The likelihood of this ability succeeding depends on the psychic level of the character using it. Psychic characters are immune to this ability. Costs: 4 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

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

Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability 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: 4 pg

Building Calm: As a battle progresses, this character will build confidence and composure. This will allow them to add 200 to their base defense for every blow the enemy unit attempts to land on them. However, this may only be used on one foe at a time, and activating this ability will result in a 25% damage debuff to the character who is using it. Costs: 5 pg

Bolster Defense: This character may spend their turn preparing themselves for the next attack of the enemy. This will double their defense during the next enemy phase. This ability may only be used once every other three turns. Costs: 2 pg

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

Character type: Melee, Psychic, Defensive, Strategist

Weakness: Mild weakness to melee attacks. Resists psychic.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 127
Skill: 145
Move: 6

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