The Arbiter: Level 60
HP: 120,000 (240,000 Heart Containers) (
Attack: 1,300
5GM Sword: 1,000
Attack: 1,300
5GM Sword: 1,000
5GM Energy: 1,000
5GM Light: 1,000
Prophet's Bane: 1,000 (2,300) (3,300) (4,300) (4,300) (8,600) (36,550) (70,950) (141,900) (283,800)
Queen Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {132,000}
Prophet's Bane++: +10 (+20) Speed. A mythic weapon wielded by the Arbiter. This weapon will ignore 50% of an enemy's defense as it plunges into them. The weapon is sturdy, though still impacted by EMPs. The blade has a 500 (1,000) energy/light/blade base might. This weapon will deal double damage when initiating.
Lone Wolf: If this unit is not within 10 spaces of any ally units, it will add 25% to the total damage of all its attacks. Costs: 2 pg
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 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) 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
(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) 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) Ranged 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
(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg
(TBA) Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 3 pg
Character Type: Melee, Marksman, Strategist, Gadget
Weakness: Resists poison and psychic type damage. Strongly resists mind control. Weak to bullet type damage.
Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 137
Skill: 132
Move: 7
Prophet's Bane: 1,000 (2,300) (3,300) (4,300) (4,300) (8,600) (36,550) (70,950) (141,900) (283,800)
Defense: 1,000
5GM Armor: 1,000
5GM Armor: 1,000
Stark Armor: 500
Mithril Tac-Mesh: 800
5GM Shield: 1,000
Queen Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {66,000}5GM Shield: 1,000
Queen Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {132,000}
Mature Energy Core: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {195,000}
Mature Energy Core: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {258,000} [516,000] (774,000)
Stark Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {324,000}
Stark Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {390,000}
Enhanced Energy Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {453,000}
Enhanced Energy Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {516,000}
Enhanced Light Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {579,000}
Enhanced Light Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {642,000}
Lifeshield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {705,000}
Lifeshield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {768,000} [1,536,000] (2,304,000)
Speed: 187 (197) (217)
Speed: 187 (197) (217)
Prophet's Bane++: +10 (+20) Speed. A mythic weapon wielded by the Arbiter. This weapon will ignore 50% of an enemy's defense as it plunges into them. The weapon is sturdy, though still impacted by EMPs. The blade has a 500 (1,000) energy/light/blade base might. This weapon will deal double damage when initiating.
>Rushing Weapon Seal
Mark LB-343 Ironman Armor: +10 Speed. A suit designed by Tony Stark for the Arbiter. This suit offers resistance to Absorb, Sonic, and Energy-type damage and defends against Magic and Psychic. This suit also grants resistance to Radiation and the Radiation status. The suit is also extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. The suite boasts Base 500 Defense and also comes equipped with energy shields that offer base 200 defense when being attacked and are boosted by energy and shield skills and item boosts. If the character has "Doubled Down Defense", this suit will be able to project two of these energy shields. Unlike most Stark Industry's Armor, this suit does not grant flying-type movement, but it does increase the movement of the character by +1. The suit can be disabled by EMP-type attacks, but will reboot fairly quickly (usually within 2-4 turns).
Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the Skill of the character using it by +40.
Mithril Tactical Mesh: Ultra-lightweight armor, made of the extremely precious material, Mithril. This undergarment offers extreme resistance to blade and pierce-type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be worn under other armor or cloaks. Base 800 defense.
2- (Enhanced) Elite Energy Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and energy skill stats and item boosts of this character.
2- (Enhanced) Elite Light Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and light skill stats and item boosts of this character.
Elite Jumper-Pack: A jet-pack that will temporarily launch the wearer into the sky. This allows them to attack flying units with 1-range attacks, and will allow them to ignore terrain. However, they will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by 4.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light-type attacks.
Abilities:
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light-type attacks.
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.
Abilities:
Lifeshield: Halo Exclusive Ability. This character has a forcefield of energy that has base 100 might surrounding them. This shield is improved by energy and shield skill stat boosts and items. However, this shield does not work like a normal shield. It works as a separate HP stat. Until this shield is killed, the character will not be damaged. Strikes that hit the shield will not damage the character even if the strike breaks the shield. However, abilities that ignore shields, as well as magic and psychic type damage, will not be defended against by this shield. If the shield is broken, it will recharge in 3 turns. Costs: 4 pg
Lunge: This ability may be used once every other turn. After moving, this character may target a foe who is within three spaces of them in a straight line with nothing in the way. They may then rush up to the foe and attack them with non-ranged attacks. The shocking nature of this sudden attack will cause moves like dodge roll and parry repost to fail. Costs: 4 pg
Planet Slayer: Signature ability. When this character battles a foe who is a non-unique unit, he will boost his total damage output by 20%. Costs: 2 pg
Planet Slayer: Signature ability. When this character battles a foe who is a non-unique unit, he will boost his total damage output by 20%. Costs: 2 pg
Astra: Before attacking (or countering), this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) 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
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.
If the character strikes an enemy, they will boost their skill stat by 5.
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
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
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 -10 skill.
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
Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 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
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 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) 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
(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) 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) Ranged 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
(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg
(TBA) Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 3 pg
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Character Type: Melee, Marksman, Strategist, Gadget
Weakness: Resists poison and psychic type damage. Strongly resists mind control. Weak to bullet type damage.
Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 137
Skill: 132
Move: 7
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