Joshua Risch: Level 65 (41)
HP: 144,000 (288,000 Draught of Life+1UP)
Attack: 2300
GM Sword: 200
4GM Marksman: 800
GM Poison: 200
GM Dark: 200
GM Energy: 200
GM Explosion: 200
Elite Sniper Rifle: 2400 (4,700) (5,500) (11,000) (22,000)
Elite Sniper Rifle: 300 (2700) (5000) (5800) (6000) (6200) (6400) (6,600) (46,200) (92,400) (138,600)
Elite Sniper Rifle: 500 (2900) (5200) (6000) (6200) (6,400) (44,800) (51,200) (102,400) (153,600)
Advanced Radium Blade: 1600 (3900) (4100) (4300) (4500) (4,700) (32,900) (65,800) (98,700) (148,050)
Defense: 1900
5M Armor: 80
GM Poison: 200
GM Dark: 200
GM Energy: 200
GM Explosion: 200
Elite Sniper Rifle: 2400 (4,700) (5,500) (11,000) (22,000)
Elite Sniper Rifle: 300 (2700) (5000) (5800) (6000) (6200) (6400) (6,600) (46,200) (92,400) (138,600)
Elite Sniper Rifle: 500 (2900) (5200) (6000) (6200) (6,400) (44,800) (51,200) (102,400) (153,600)
Advanced Radium Blade: 1600 (3900) (4100) (4300) (4500) (4,700) (32,900) (65,800) (98,700) (148,050)
Defense: 1900
5M Armor: 80
Mithril Chainmail: 1600 (3500) (3580)
Advanced Node Hunter Armor: 350 (3930)
Advanced Node Hunter Armor: 350 (3930)
Elite Storm Shield: 300 (4,230)
GM Shield: 200
Elite Acid Shields: 50 (450) (650) (4,550) (9,100) (13,330)
Elite Energy Shields: 50 (450) (650) (4,550) (9,100) (22,430)
Elite Dark Shield: 50 (450) (650) (4,550) (9,100) (31,530)
Poisonscale Pendant: 20 (220) (1,540) (3,080) (34,610)
Energyscale Pendant: 20 (220) (1,540) (3,080) (37,690)
Darkscale Pendant: 20 (220) (1,540) (3,080) (40,770)
Speed: 200 (210) (+5) (+5) (-5)
Speed: 200 (210) (+5) (+5) (-5)
Skill: 265 (305) (+10) (+15) (+10) (-5) (+20)
Move: 6
Items:
Advanced Radium Blade++: An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (800) might. See the ability for other properties. This blade will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a solely blade type attack).
Advanced Node Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 defense.
Items:
Advanced Radium Blade++: An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (800) might. See the ability for other properties. This blade will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a solely blade type attack).
Advanced Node Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 defense.
(TBA) Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail 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 warn under other armor or cloaks. Base 1600 defense.
(TBA) Elite Storm Shields: These shields work more like a cloak, offering defense as a form of armor. These shields offer resistance to energy, air, water, and ice. Base 300 defense.
(TBA) Elite Sniper Rifle++: +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (6) range. Base 1,200 (2400) bullet-type might.
(TBA) Elite Sniper Rifle++ (Sealed): +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (6) range. Base 1,200 (2400) bullet-type might. This weapon deals 50% more damage when initiating the attack.
(TBA) 20-Anti-Scalecloak Exploding Rounds: If a foe has been inflicted with radiation poisoning, the total might of these bullets will be tripled. They are specially designed to end the life of rapidly regenerating characters. These bullets deal huge damage to shields and barriers. Base 500 explosion/bullet type damage.
(TBA) Elite Sniper Rifle++ (Sealed): +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (6) range. Base 1,200 (2400) bullet-type might. This weapon deals 50% more damage when initiating the attack.
(TBA) 20-Anti-Scalecloak Exploding Rounds: If a foe has been inflicted with radiation poisoning, the total might of these bullets will be tripled. They are specially designed to end the life of rapidly regenerating characters. These bullets deal huge damage to shields and barriers. Base 500 explosion/bullet type damage.
(TBA) Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
(TBA) Savage Explosion Weapon Seal: This noval item may boost the damage of a melee weapon that is marksman/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
(TBA) Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
(TBA) 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.
(TBA) Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
(TBA) Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
(TBA) Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
(TBA) Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
(TBA) Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
(TBA) Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
(TBA) Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
(TBA) Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
(TBA) Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
(TBA) Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
(TBA) Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
(TBA) Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
(TBA) Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.
(TBA) Terminal Radiation Crystal: The radiation statuses of this character will kill characters and ignore life-saving abilities. This item is incredibly difficult to lose or steal.
(TBA) Devilish Destruction Charm
24-Poison Bloom
24-Night Sapphire
12-Energy Gems
12-Bomb Badge
Pure Stone
(TBA) Golden Casing
24-Poison Bloom
24-Night Sapphire
12-Energy Gems
12-Bomb Badge
Pure Stone
(TBA) Golden Casing
(TBA) Bullet Plate
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 pg
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike has a 20% (30%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The base might of these bullets will be added to the base might of the gun used to fire them. They deal poison/bullet type damage, but unless the foe is immune to radiation, they will ignore immunities and resistances to poison. 300 base might. Costs: 6 pg
Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Scalecloak Breaker: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Character Type: Melee, Strategist, Assassin, Stealth, Marksman, Sniper
Weakness: Mild blade weakness. Resist psychic type damage.
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 pg
Radium Bullets: The ammunition of a Node gunner. These bullets are specially designed to give a foe radiation poisoning. Every strike has a 20% (30%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The base might of these bullets will be added to the base might of the gun used to fire them. They deal poison/bullet type damage, but unless the foe is immune to radiation, they will ignore immunities and resistances to poison. 300 base might. Costs: 6 pg
Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Scalecloak Breaker: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
Skilled Shot: This skill has a 70% chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it the that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much. However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either triple the damage of this unit, or reducing it to zero. This ability is always active, even when other activateable abilities are used. Costs: 5 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
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
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe
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 melee or marksman(gun) level.
(TBA) Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, it will add 100 to its base attack stat. However, each time this unit attacks, it will also reduce 50 from its defense stat (which can enter the negatives). These additions and subtractions are only counted when this character is battling the particular foe they are interested in. This move cannot be canceled until the enemy is beaten or this character falls. Costs: 4 pg
Character Type: Melee, Strategist, Assassin, Stealth, Marksman, Sniper
Weakness: Mild blade weakness. Resist psychic type damage.
Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 125
Skill: 190
Move: 6
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