Emperor Palpatine: Level 70
HP: 357,000 (535,300 1UP) (714,000)
Attack: 3,100
5GM Sword: 1000
3GM Energy: 600
1GM Light: 200
3GM Psychic: 600
5M Throw: 80
Lightsabers of Sidious: 800 (3,900) (4,900) (5,500) (5,700) (28,500) (57,000)
Psychic Blast: 3100 (3700) (18,500)
Force Push: 200 (3300) (3900) (19,500)
Force Pull: 200 (3300) (3900) (19,500)
Sith Lightning: 300 (3400) (4000) (4600) (4680) (23,400) (46,800)
Defense: 3,100
5M Armor: 80
Sith Lord Regal Robes: 400 (3,500) (3,580)
Sith Cloak: 150 (3,730)
1GM Shield: 200
Energyscale Pendant: 20 (620) (3100) (6200) (9,930)
Lightscale Pendant: 20 (220) (1100) (2200) (12,130)
Psychicscale Pendant: 20 (620) (3100) (6200) (18,330)
Speed: 240 (-5) (-10) (+25 avoid)
Skill: 260 (-5) (-10)
Move: 7
Items:
2-Lightsabers of Sidious: Crafted from highly purified Phrik alloy, these lightsabers resists wear, hacking, and EMPs. They deal 30% extra damage on critical hits and perfect strikes. Base 800 blade/energy/light type damage.
Sith Lord Regal Robes: Incredibly luxurious. The deep hues hide the devastating combat ability of the one who wears them. Grants resistance to energy, fire, explosion, and psychic type damage. Base 400 defense.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
8- 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.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- 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.
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.
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
Sith Lightning: This character may cast powerful lightning at foes with 1-2 range. This works like a throw, and it may move an opponent up to 3 spaces away from the character who is casting the attack. This attack may be used to counter foes, making it particularly dangerous. Also, unlike a regular throw, if this character casts the attacked foe into another enemy unit, that unit will take the full damage of the attack. This ability may only be used once a turn. Base 300 energy/psychic/throw type damage. Costs: 6 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. 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% 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 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
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Strategist (III): This unit may choose three first-level abilities or a second-level ability alongside a fire, or one third level ability held by an enemy unit within 20 spaces. These abilities 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: 16 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
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 3x 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
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
Energyscale Pendant: 20 (620) (3100) (6200) (9,930)
Lightscale Pendant: 20 (220) (1100) (2200) (12,130)
Psychicscale Pendant: 20 (620) (3100) (6200) (18,330)
Speed: 240 (-5) (-10) (+25 avoid)
Skill: 260 (-5) (-10)
Move: 7
Items:
2-Lightsabers of Sidious: Crafted from highly purified Phrik alloy, these lightsabers resists wear, hacking, and EMPs. They deal 30% extra damage on critical hits and perfect strikes. Base 800 blade/energy/light type damage.
Sith Lord Regal Robes: Incredibly luxurious. The deep hues hide the devastating combat ability of the one who wears them. Grants resistance to energy, fire, explosion, and psychic type damage. Base 400 defense.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.
Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
8- 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.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- 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.
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.
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
Sith Lightning: This character may cast powerful lightning at foes with 1-2 range. This works like a throw, and it may move an opponent up to 3 spaces away from the character who is casting the attack. This attack may be used to counter foes, making it particularly dangerous. Also, unlike a regular throw, if this character casts the attacked foe into another enemy unit, that unit will take the full damage of the attack. This ability may only be used once a turn. Base 300 energy/psychic/throw type damage. Costs: 6 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. 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% 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 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
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Strategist (III): This unit may choose three first-level abilities or a second-level ability alongside a fire, or one third level ability held by an enemy unit within 20 spaces. These abilities 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: 16 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
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 3x 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
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
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
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
(TBA) 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
Character Type: Melee, Psychic, Strategist
Weakness: Mild weakness to martial and throwing damage. Immune to mind control. Resists psychic and light type damage.
(TBA) 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
Character Type: Melee, Psychic, Strategist
Weakness: Mild weakness to martial and throwing damage. Immune to mind control. Resists psychic and light type damage.
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