Sunday, March 29, 2020

Gobber





Gobber the Belch: Level 34
HP: 13,800
Attack: 210
4M Hammer: 70
3M Club: 60
4M Axe: 70
3M Throw: 60
Gobber's Elite Hammer: 400 (610) (680) (1020) (3162)
Gobber's Elite Axe: 400 (610) (680) (2108)
Throwing Axe: 100 (310) (380) (1178)
Throwing Axe: 100 (310) (380) (440) (1364)(2428)
Whirligig Saw (Saw): 800 (1010) (1070) (1130) (3503)(5254)
Whirligig Saw (Club): 300 (510) (570) (630) (1953)(2930)
Yharnam Heavy Club: 700 (910) (970) (1455) (4,511)
Defense: 136
3M Shield: 60
2M Armor: 50
Viking Blacksmith Armor: 200 (336) (386)
Thor's Ore Round Shield: 300 (360) (746)
Speed: 80 (75) (70) (85)
Skill: 100 (105) (95)
Move: 5



Items:

Gobber's Elite Hammer: -5 speed. A massive blugeoning weapon. Deals huge wear to shields and force fields, and has shatter type damage. Base 400 blugeon-type attack.

Gobber's Elite Axe: -10 skill. This sharp axe does a great deal of damage to enemy weapons. Base 400 blade-type damage.

4- Advanced Thor's Ore Throwing axe. This weapon will double in might when thrown. Base 100 blade type damage.

Whirligig Saw: A terrifying legendary weapon from the hunter's workshop. This toothed buzzsaw at the end of a long pole functions as a club. It is boosted by club/shield type skills, but it deals bludgeon/saw type damage in the saw form. In saw form, it is a -10 speed weapon. It may breakdown into a much small club form that deals only bludgeon damage, and this form is +5 speed. In the saw form, this weapon deals double damage to beasts and will boost rally recovery by 5%. This saw will also innately unlock the ability "Cut to Shreds". In saw form: Base 800 bludgeon/saw type damage. In club form: Base 300 bludgeon type damage.

Yharnam Heavy Club++: -5 skill. A heavy rounded club. This weapon deals incredibly high shatter damage to shields and barriers. This club always has a 10% chance to flinch foes. Base 350 (700) bludgeon type might. 

Advanced Thor's Ore Round Shield: A powerful shield made of Thor's Ore. Adds extra defense against fire type attacks. Base defense of this shield maxes at 300, though it takes some time to get used to using one of these. 

Heavy Stone: An odd stone, covered in lumps and usually heavy for its size. This item will boost the might of bludgeon-type attacks by 50%. Only one of these stones may be used by a character.

Viking Blacksmith armor: This ugly suit is Gobber's every-day garb. It offers resistance to claw, bite, and tail, as well as resisting fire. It protects him from harsh weather, and despite being mostly cloth, it is so old and tattered... it is hard to say whether it is weak to wear or if it resists it. Base 250 defense. \

Berkian Heroe's Pendant: A pendant given to Gobber for his constant supply of advice and weaponry. 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. 

16-Blood Vials

Abilties:


Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (3.1x) Costs: 4 pg

Cut To Shreds: -10 skill. If this character is using a weapon that deals saw-type damage, they may choose to activate this ability. This attack will only calculate to strike once, so if it misses, the attack will fail and the foe will counter. However, if this attack lands, this character will slam the saw into the foe and the rotating teeth will deal damage several times, rapidly destroying armor and dealing heavy damage. The number of times that the character will receive the damage from the saw Depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits
15: 3 extra hits
20: 4 extra hits
25: 5 extra hits
30: 6 extra hits
35: 7 extra hits
40: 8 extra hits
45: 9 extra hits
Each hit will give the same amount of damage as the regular saw attack. This ability may be used once every other turn. Costs: 4 (0) pg

Hammer 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

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

Spin Attack: Once every three turns, instead of attacking normally, this unit may perform a spin attack. This will strike every adjacent enemy once (twice if the unit is dual wielding). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of a spin attack. Costs: 4 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 affects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
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

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 severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg

Repair: This unit may take anywhere between 1-3 turns to repair a damaged or broken item. This includes weapons, armor, and vehicles. However, this character may only repair items that are compatible with its universe (ex. sci-fi characters can fix laser blasters, but cannot mend swords. Fantasy characters may be able to fix magical shields, but they cannot fix a tank). Obviously, sometimes items are too damaged to repair. If it is disintegrated, by definition it cannot be fixed. Costs: 1 pg




Character Type: Melee, Defensive, Martial

Weakness: Fire and explosion type damage. Resists claw, bite, wing, and tail type attacks.

Caps:
Attack: 300
Defense: 200
Speed: 118
Skill: 140


No comments:

Post a Comment