Thursday, April 2, 2020

Fürst Maes Mustang





Fürst Mustang, The Blood Alchemist: Level 68
HP: 180,000 (360,000 Seraph Robe+1UP) (450,000) (675,000)
Attack: 3000
GM Marksman: 200 (400)
5M Martial: 80
5M Earth: 80
Advanced Military Pistol: (400) (1400) (4,400) (4,800) (9,600) (19,200) (57,600)(236,160)
Quick-Fire Pistol: (400) (1100) (4100) (4,500) (9,000) (18,000) (54,000)(221,400)
Elite Sniper Rifle+Scope: (400) (2,600) (6,600) (7,000) (14,000) (28,000) (84,000)(344,400)
Earth Blast: 3000 (3080) (18,480) (55,440)
Defense: 2500
5M Armor: 80
Blood Red Military Uniform: 600 (3100) (3180)
Roy's Hand Me Down Overcoat: 150 (3330)
Groudonscale Pendant: 100 (180) (1080) (4410)
Groudonscale Pendant: 100 (180) (1080) (5490)
Earthscale Pendant: 20 (100) (600) (6,090)
Earthscale Pendant: 20 (100) (600) (6,690)
Speed: 220 (+10-20) (+10) (-5) (+15 avoid in dark)
Skill: 261 (271) (-5) (+75)
Move: 7




Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

2-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

Burnt Pocket Watch: Roy Mustang's old State Alchemist Pocket Watch, singed black and sealed shut. This was done in a lesson for young . Looking at it instills a deep respect and fear in the young boy, as neither parent was willing to teach him flame alchemy. The watch was given to him to provoke him to finnd his own path, a path not wreathed in flame. +10 skill to Fürst.

80-Elite Blood Alchemy Bullets: A bullet with a blood alchemy circle engraved upon it. With masterful use of blood alchemy, a character may use these bullets to trigger a deadly ability. These bullets are also uniquely designed to cause the bleeding status in foes, and have a 30% (50%) (70%) chance to inflict the status every time they strike a foe. They will also add an extra 400 base might to any fire arm they are used with.

2-Advanced Military Pistol++: +5 speed. A pure weapon with high base might. This pistol is solidly made and difficult to break. 1-2 (4) range. Base 1000 bullet-type might.

2-Quick-fire Pistol++: +10 speed. A pistol that is small and designed to be fired extremely quickly. 1-2 (4) range. Base 700 bullet-type might.

Elite Sniper Rifle+Scope++ (Sunlight Sealed): +40 (+75) 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 (5) range. Base 2,400 bullet-type might.

Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% chance).

Blood Red Military Uniform: Crafter by Roy's request and further tailored by Alastor, this armor is specifically designed to protect Fürst. It grants extreme resistance to blade type damage, as well as resisting pierce, whip, and bullet. It also receives little to no wear from those types of attacks. However, the uniform is still mostly cloth, and thus susceptible to wear from other damage types. This uniform is a redish hue, and the inside of the coat is line with holsters for easily concealing and carrying multiple fire-arms. The tailored variant of this uniform allows "Sniper Shot" to apply to the range of "Blood Alchemy" and "Blood Alchemy Healing" abilities. Grants 600 base defense.

Roy's Hand Me Down Overcoat: +15 avoid at night. Upon marrying Riza, Roy began pouring his life into raising his son. He gave him his old coat, which he now dons a dark overcoat and wears it much like a billowing, black cloak. This coat has modest resistance to wear, and it offers resistance to dark, ice and bullet type damage. Grants 150 defense.

Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)

Perfected Philosopher’s Stone: Melding Three Philosopher's stones together will grant this item. It is extremely hard to steal. This item will double the number of times and ability can be used in battle. This item will increase the total damage of Alchemy attacks by 50%.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item-related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

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.

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

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.

Blade Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Blade damage for the next 4 turns. This will not grant resistance to blade/(any second form of damage); however, pure blade attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, and it is likely that multiple Razor Plates are required to create this item.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence. 

Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time. 

Bullet Plate

10-Earth Gems

Abilities:

Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 6 pg

Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

Die For Me: Riza Signature Ability. This ability has a 30% (50%) chance to trigger during any regular attack this character initiates against a foe. This attack will only roll to trigger once. If the ability activates, Riza will attack the foe with every weapon she has in her inventory. If she is too far away for certain weapons to hit, those weapons will not be used. An enemy will only counter-attack after all the weapons have been used. Once this ability activates, this character will not perform any more attacks. Costs: 6 pg

Proficiency (II): If this unit uses a single attack type, they may double that attack type's total damage. Costs: 12 pg

Blood Alchemy (II+Needled): Fürst Mustang's signature ability. If this character chooses, he may target any enemy or enemies within 3 (5) spaces of him. At second tier, he may activate this action at the very end of his turn after he finishes attacking or performing other actions. This is not considered an attack, and it will not calculate accuracy. If these enemies have a bleed status and have been struck by at least one Alchemy Bullet, they will take 20x (30x) the base attack stat of this character as damage, but the bleeding status will be cured. Massive spikes of black, congealed blood will erupt from the wounds of the character. This explosion of gore will damage all adjacent characters as well, dealing half the total attack power to them. This damage completely ignores the defense of the character who is bleeding, but not their allies. However, it is an area attack, and it will not be dodged or countered by any characters struck by it. If the foe has two bleed statuses, they will take 30x (45x) this character's attack stat. If they have 3, they will take 40x (60x). Severe bleeding will lead to 60x (90x), and lethal bleeding will be 80x (120x). This ability may also be used to safely stop the bleeding of allies (and may protect them from bleeding for three turns). Foes struck by this ability cannot give themselves a bleeding status for the next three turns with bleed-inducing abilities or items. This counts as blood damage, but ignores all resistances and immunities. This damage is improved by both proficiency and conditional attack buffs. This damage is improved by 50% if Fürst is using a blood rock. As this is not an attack, it will not interfere with Weapons Mastery or Proficiency boosts. In the needled state, Fürst may activate this ability simply by touching a bleeding foe, even if they do not have a bullet inside of them. This touch will have -10 hit and must be done as an activated engagement with the foe. If the touch misses, the foe may counter. Costs: 10 pg

For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg

Squad Commander (II): This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Only Four units may do this in a turn, though up to eight may have access to it.(Members: Artemis, Kana, Midori, Alessandra, Grimmchild, Filiamorë,_____,_____). Costs: 8 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. (2.05x) (4.1x) Costs: 4 pg

Fire Arm Mastery: This unit has mastered the Fire Arms. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Blood Alchemy Healing: If Fürst has access to his Blood Alchemy signature, he may use the blood of the battlefield to heal his allies. If there is a bleeding character within three spaces of Fürst, he may take that blood and use it to heal any ally within three spaces of him. The ally will be healed the ammount of HP that the foe has lost the last time the bleed status activated on them. If a foe has died but was given a bleeding status before death, this ability will trigger on the corpse one turn after the character has fallen.  Fürst may use this ability on himself. This ability may pull blood from all foes within the three space range, and it may be used to heal multiple allies. Using this ability uses Fürst's action for that turn. Costs: 3 pg

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

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

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

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) 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. Taught by Koro Sensei. Costs 5 pg

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 5 pg

(TBA) Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

(TBA) Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg

(TBA) Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg

(TBA) 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

(TBA) Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 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: 8 pg

(TBA) Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

(TBA) Darting Shot: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 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) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

(TBA) Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg

(TBA) Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 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) 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 -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

(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) 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 3 x 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

(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

Character Type: Marskman, Strategist, Alchemist

Weakness: Severe Blade weakness. Mild weakness to pierce. Extreme resistance to fire. Resists blood damage. Resists mind control.

Caps:
HP: Low
Attack: 600
Defense: 100
Speed: 130
Skill: 171
Move: 7

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