Friday, March 20, 2020

Yoda





Yoda: Level 57
HP: 78,720 (102,336 Seraph Robe)
Attack: 900
1GM Sword: 200
2GM Psychic: 400
5M Energy: 80
5M Light: 80
Yoda's Lightsaber: 600 (1500) (1700) (1780) (1860) (9,300) (18,600)
Psychic Blast: 900 (1300) (6,500)
Force Push/Pull: 200 (1100) (1500) (7,500)
Defense: 550
2M Armor: 50
Yoda's Jedi Robes: 300 (850) (900)
Jedi Cloak: 150 (1,050)
Speed: 184 (204) (239 avoid)(259 when being attacked)(+20 avoid)
Skill: 190 (+20)
Move: 7




Items:

Yoda's Lightsaber: +15 speed. The small lightsaber of Yoda. Though it offers a valuable speed boost, the short length of the weapon makes it less effective against spears. Enemies with weapons that have +hit against short melee weapons will gain that bonus against this blade. Base 600 blade/energy/light type damage.

Yoda's Jedi Robes: +5 speed. Simple robes that are surprisingly light and easy to move in. Base 300 defense.

Jedi Cloak: A cloak worn by a Jedi. This will grant resistance to dark and energy type attacks. Base 150 defense.

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.

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

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. This ability may be used when attacking or counter-attacking. Costs: 3 pg

Force Pull: If this attack lands, it will prevent counter-attacking. This character may pull an opponent up to three spaces toward themselves from in a straight line. The attack has 5 range. If a character is pulled into hazardous terrain, they will take the terrain penalties immediately. This attack has a base 200 psychic type might. This ability may be used when attacking or counter-attacking. This ability will also allow a character to immediately retrieve a thrown weapon. Costs: 3 pg

Mind Trick: Once every three turns, this character may attempt to sway the mind of a weak-willed foe. If this succeeds, that foe will do whatever this character commands them to during their next phase. However, this control lasts only for one turn. The likelihood of this ability succeeding depends on the psychic level of the character using it. Psychic characters are immune to this ability. Costs: 4 pg

Force Disarm: If this character has a higher level in psychic than the foe's weapon level, then the character may use the force to yank the weapon directly from their hands. This may only be done once every three turns, and the weapon, once stolen, cannot be placed into the character's inventory until after the foe is killed or leaves the battle. The character may choose to drop the weapon. Costs: 4 pg

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

Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

Calm Mind: This character may take a turn to boost its defense and elemental 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 element 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 3 turns. Costs: 4 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

Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg

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

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

Force Ghost: If this character falls in battle, it may remain as a Force Ghost. Though it cannot continue to battle, mental abilities can still boost allies, and certain abilities like strategists can still be activated against foes. This ghost can be banished. Costs: 4 pg


Character Type: Melee, Speed, Psychic

Weakness: Mild weakness to lightning damage. Resists psychic. Immune to many mental statuses. 

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