Kenshiro: Level 48
HP: 48,600
Attack: 384
1 GM Martial: 200
Martial Attacks: 384 (584) (1,752)(3,504)(10,512)
Pure Martial Arm Wrappings: 400 (784) (1184) (3,564) (7,128) (21,384)
Defense: 384
1 Armor: 5
Asgardian Wander's Armor: 800 (1184) (1189)
Kaleesh Guard Cloak: 100 (1289)
Speed: 134
Skill: 130
Move: 7
Items:
Asgardian Wanderer's Armor: -15 speed. Armor designed on Asgard for Kenshiro. This armor is surprisingly dense and heavy and is closely based on the armor worn by Thor. It is made of Thor's Ore and Dark Steel. This armor grants resistance to dark, psychic, fire, and ice. The armor can be quickly worn down by light type damage. Grants 800 defense.
Kaleesh Guard Cloak: Dignified cloaks given to the elite guard of General Grievous. This cloak grants resistance to bullet and pierce type damage. Base 100 defense.
Berkian Heroe's Pendant: A pendant given to Kenshiro for sharing his martial mastery with many allies of Berk. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill.
Pure Martial Arm Wrappings: These wrappings are designed to drastically improve the base damage of a martial attack. They may not be augmented or improved by any element based abilities. However, they are sturdy and strong, a testament to the power of the body alone. These wrappings will double the skill boost of martial skill levels. Base 400 martial type might.
Abilities:
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg
Healing touch. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. This may be done 5 times a battle. Costs: 3 pg
Omae Wa Mou Shideiru: Signature ability. The divine fist of the north star is a powerful technique that allows Kenshiro to target the pressure points of organic foes. The pressure points may be struck during normal attacks (but not counter attacks). The effects are listed below and will take place at the start of the enemy phase. Some effects allow the enemy to take multiple turns before impacting them. The number of turns an enemy has before taking the status will be listed next to each status.
(TBA) Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
2 Turns of Blindness -15 Hit. 0 turn
Stuns character for one turn, causing them to flinch. 0 turns
An arm may be paralyzed, preventing the use of weapons. Striking twice can disable both arms. 0 turns
Legs may be paralyzed, dropping enemy movement by 3. Striking twice can drop both legs. 0 turns
Causes bleeding status for 3 turns. 0 turns
Striking the lungs drops enemy speed stat -15 for 1 turn. 0 turns
Back Break. Causes the neck-break status. 2 turns
The enemy defense can be dropped by 15% for two turns. 0 turns
Internal Explosion. This will cause the enemy to lose 40% of their HP and take the severe bleeding status. 3 turns.
Stopping enemies from using breath weapons for 2 turns. 0 turns
Preventing activatable abilities for 2 turns. 1 turn.
Internal Explosion. This will cause the enemy to lose 40% of their HP and take the severe bleeding status. 3 turns.
Stopping enemies from using breath weapons for 2 turns. 0 turns
Preventing activatable abilities for 2 turns. 1 turn.
If Kenshiro can strike multiple times, multiple different effects can be stacked. Costs: 10 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) 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
(TBA) Scrappy: This character may strike phased and intangible foes with martial attacks. However, they will resist this damage, rather than being immune. Costs: 2 pg
(TBA) Scrappy: This character may strike phased and intangible foes with martial attacks. However, they will resist this damage, rather than being immune. Costs: 2 pg
(TBA) Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
(TBA) Gatling Fists: This ability may be activated instead of using a regular attack. This ability will double the number of times the character strikes with their martial attacks. It may stack with Rapid Fists, but it will double the debuff given by that ability. This ability may be used once every other turn. Costs: 5 pg
(TBA) Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
(TBA) Cleanse: This unit may take a turn to heal all an ally's minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
(TBA) Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) 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
(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
Character Type: Martial, Status, Speed
Weakness: Mild pierce weaknesses. Resists martial, earth, and bludgeon.
Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 135
Move: 7
(TBA) Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
(TBA) Cleanse: This unit may take a turn to heal all an ally's minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
(TBA) Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) 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
(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg
(TBA) 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
(TBA) False Replicas: This character may take a turn to sacrifice 30% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will not be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 8 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
Character Type: Martial, Status, Speed
Weakness: Mild pierce weaknesses. Resists martial, earth, and bludgeon.
Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 135
Move: 7
No comments:
Post a Comment