HP: 168,000 (268,800 Draught of Life) (336,000)
Attack: 2,500
1GM Knife: 200
1GM Axe: 200
1GM Marksman: 200
1GM Spear: 200
1GM Martial: 200
1GM Club: 200
1GM Hammer: 200
Ball Point Pen: 5 (2,505) (2705) (5410) (8115) (24345) (70,600)
Fire Fighter's Axe: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Cricket Bat: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Simple Hammer: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Cue Stick: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Elephant Gun: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Elephant Gun: 10 (310) (2810) (3010) (6020) (9030) (27090) (75,852)
Stapler: 10 (2510) (2710) (5420) (8130) (24390) (68,292)
Defense: 1150
5M Armor: 80
Umbrella Academy Outfit: 200 (1350) (1,430)
Speed: 235 (+265 avoid) (+25 avoid)
Skill: 235
Move: 6 (9 teleporting)
Items:
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
Umbrella Academy Outfit: +30 avoid. Five's Personalized Outfit. This cannot be warn with other armor. It may also not be used if a character is using pendants or shields. This outfit offers resistance to sonic, bullet, explosion, and energy type damage. Grants 200 base defense.
8-Ball-Point Pens: Not a very practical weapon. Deals pierce type damage and is improved by knife skill. This item is very fragile if used in combat. Base 5 might.
Firefighter's Axe: -10 skill. An axe meant to chock into burning buildings, not into foes. Fairly sturdy, but not powerful. Base 10 blade type might.
Stapler: In a pinch, this piece of office hardwear could be used as a sort of brass knuckle. Very weak. Base 10 might.
Cricket Bat: A wooden bat designed to play sports, not crack skulls. This item is improved by club skill levels. 10 base bludgeon type might.
Simple Hammer: A household hammer. Base 10 bludgeon type damage.
Cue Stick: This weapon can serve as a fragile spear. Base 10 pierce type damage.
Elephant Gun: A large, long, aged rifle. This weapon boasts an incredibly long range, but is weak, old, and fragile. 1-4 range. This weapon may only strike once. Base 10 bullet type damage.
5-Quicksilver bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the hunters dream in exchange for gold and blood.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
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.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
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.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
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.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
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.
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.
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.
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.
Abilities:
Blink Bloodbath: Signature ability. If Five spends a turn without activating abilities or directly attacking a foe, his teleporting ability will begin to recharge. He may have up to five charges. He must use all his charges at in one turn, he may not split them up. If Five kills a foe, he may use his charge to take another turn. He must use his teleporting movement in order to activate this ability, so abilities like Gravity will prevent it. He may continue to use his charges and take extra turns as long as he continues to kill foes and as long as he doesn’t run out of charges. Costs: 5 pg
The Commission Traitor: Signature ability. Five will deal 40% more damage to any character who has access to time altering abilities. Costs: 3 pg
Practical Weapons: This character does not carry around notable weapons, but is more than capable of turning random items into one. This ability will not work with any weapon that has over 100 base might. However, for however many points of might the weapon is below 100, this character will boost his total attack with that weapon by that 2x that number as a %. This character must be GM in the attack skill in order to use this ability. This ability cannot be used by characters who have "Weapons Master". This ability cannot be removed by strategist. Costs: 3 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
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
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
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg
Provoke: This character is intentionally inslunting and provoking. This will force a foe to counter-attack them the maximum number of times that their speed will allow. However, this character has a 30% chance to choose what attack is used by the enemy to counter. This will not allow the character to swap the equipped weapon of the foe. Costs: 2 pg
Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. 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
Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five re-rolls in any given battle. Costs: 4 pg
Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 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
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 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
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.
Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
Character Type: Speed, Worldbreaker, Assassin
Weakness: Weak to sonic, bullet, and explosion type damage. This character resists martial. Due to his incredibly high intake of coffee, this character strongly resists sleep statuses. Resists fear and pain statuses.
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