Boba Fett: Level 63
HP: 156,000 (234,000 1 UP) (312,000 Draught of Life)
Attack: 1600
4GM Marksman: 800
2GM Energy: 400
1GM Fire: 200
1GM Explosion: 200
1GM Sonic: 200
1GM Poison: 200
1GM Blade: 200
1GM Club: 200
Heavy Hand Blaster: 800 (2400) (3200) (3600) (3800) (4000) (28,000) (56,000) (70,000)
Long-Range Pulse Rifle: 800 (2400) (3200) (3600) (3800) (4000) (28,000) (56,000) (70,000)
Flame Thrower Gauntlet: 600 (2200) (2400) (16,800) (21,000)
Heavy Armor Piercing Missile: 1000 (2600) (2800) (19,600) (24,500)
Upgraded Commando Droid Vibro-Blade: 600 (2200) (2600) (2800) (3000) (4500) (22,500) (43,500) (54,375)
Upgraded Gaffi Stick: 1400 (3000) (3400) (3600) (3800) (4000) (6000) (30,000) (58,000) (72,500)
Toxic Dart Kneepads: 400 (2000) (2800) (3000) (4500) (22,500) (28,125)
Flechette Cannon: 600 (2200) (3000) (3200) (4800) (24,000) (30,000)
Defense: 1700
2GM Armor: 400
Mithril Tactical Mesh: 800 (2500) (2900)
Boba Fett's Mandalorian Armor: 1000 (3900)
Bounty Hunter Shoulder Cloak: 300 (4200)
1GM Shield: 200
Tahu Fire Shields: 100 (300) (500) (3500) (7000) (11,200)
Elite Sonic Shields: 50 (250) (450) (3150) (6300) (17,500)
Elite Energy Shields: 50 (250) (650) (4550) (9100) (26,600)
Elite Acid Shields: 50 (250) (450) (3150) (6300) (32,900)
Speed: 190 (195) (205)
Skill: 215 (235) (-15)
Move: 6 (10)
(Heart Stolen)
Items:
Mithril Tactical Mesh: Ultra-lightweight armor, made of the extremely precious material, Mithril. This undergarment 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 800 defense.
Boba Fett's Mandalorian Armor++: Armor forged from Beskar. This material extremely resists energy, explosion, sonic, and bullet type damage. This armor is lightweight and easy to move in. It reduces indirect damage by 50%. This armor allows the character wearing it to surivive in space and take no damage from weather. It also grants immunity to temperature based statuses, such as freezing aura. This armor is nearly immune to wear. Base 1000 defense.
Bounty Hunter Shoulder Cloak: A ragged cloak, soaked in decades of mud and blood. This cloak is surprisingly durable, and it offers resistance to even foes such as Jedi. As such, this cloak resists psychic, light, and throw type damage. Base: 300 defense.
Mandalorian Sighting Scope: A scope that can be outfitted into mech advanced Sci-Fi armor. This incredibly valuable item will boost the skill of the character using it by 20. This sighting scope is very fragile.
20-Elite Energy Cassettes: A single use item. This item is incredibly difficult to craft, and few characters have learned how. However, using one of these cassettes will double the damage of all energy attacks used on that turn. This cassette only works on sci-fi weaponry, such as laser based projectiles or melee weapons.
3- Heavy Hand Blaster++: A heavy energy blaster. Deals decent damage to enemy armor. 1-2 (4) range. Base 800 energy/explosion/marksman type damage.
Long-Range Pulse Rifle++: A weapon that may only strike once when attacking or counter-attacking. This exceptionally long-range sniping weapon has 1-5 (7) range but only in a straight line. Base 800 energy/explosion/marksman type damage. This weapon may trigger "Disintegrating Bolt".
Long-Range Pulse Rifle++: A weapon that may only strike once when attacking or counter-attacking. This exceptionally long-range sniping weapon has 1-5 (7) range but only in a straight line. Base 800 energy/explosion/marksman type damage. This weapon may trigger "Disintegrating Bolt".
Flame Thrower Guantlet++: +30 hit at 1 range. This weapon will incure no speed or skill debuffs if being used with "dual gunner". 1-2 range. This potent flamethrower boasts an 80% (100%) chance to burn foes and deals 50% damage at 1 range. If a foe is struck by this weapon, they will lose 20 avoid for the rest of the turn. Base 600 flame type damage.
Heavy Armor Piercing Concussion Missile: A single one of these missiles may be equipped into a Jumper Pack. This missile boasts 1-3 (5) range and +40 hit against vehicles or robotic foes. This weapon will deal double damage to vehicles, and like all missiles it deals double damage to any character flying using rockets or jet propulsion type flight. This missile ignores defense. Base 1000 explosion type might.
Upgraded Commando Droid Vibro-Blade++: +10 speed. A blade designed for assassinations. This deadly weapon will deal double damage when used to with the ability "Ambush". Base 600 blade/sonic/energy type damage. This weapon now deals double damage to phased or intangible foes.
Upgraded Gaffi Stick++: -15 skill. A very deadly weapon in capable hands. This Gaffi stick has been enhanced to deal sonic and energy damage by the addition of vibro generators. The stick may be used to deal either pierce or bludgeon type damage. The bludgeoning club end of the stick deals massive shield and armor wear, especially against sci-fi style armor and shileds. The pointed end of the staff ignores 50% of the enemy's defense. Base 700 (1400) energy/sonic/pierce or bludegon type damage.
Flechette Cannon++: A rifle designed to send out a devastating blast of small metal shards. These are impossible to deflect and teleport dodge, extreme evasion, and stealthy flier, along with other abilities that grant evasion against ranged weapons are ignored by this weapon. It will also deal 50% extra damage at 1 range. 1-2 (4) range. Base 600 explosion/bullet damage.
Toxic Dart Kneepads++: These unusual kneepads can fire off extremely toxic darts. These darts may be fired even if this character is being choked or tackled. These darts only have 1 range, but they deal 400 poison/bullet type damage. These darts have a 50% chance to induce the poison status, giving the foe 500 (700) (4900) damage at the start of each turn for the remainder of the battle. This poison status can stack.
3-EMP: Range 2. All squares adjacent to this lobbed projectile take 70 energy type damage. This cannot be dodged, but it can be defended against. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns.
3-EMP: Range 2. All squares adjacent to this lobbed projectile take 70 energy type damage. This cannot be dodged, but it can be defended against. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns.
3-Electro Nets: Capture items. Using this item will consume it. -20 hit. 2 range. If this hit lands on the foe, they will be trapped in an electrical net. This net can only catch small or very small foes. If a foe is in this net and has less than 50% HP, they may be freely moved by enemies as if they were captured. However, the foe can still attack... but they cannot move unless they free themselves from the net. The foe will have a 30% chance to free themselves at the start of each turn. Allies may come and try to free them, spending their turn to have a 50% chance at success. Every turn a character starts in this net will result in them losing 10% of their life via an electrical shock. This net will not kill a foe. If a foe is brought bellow 10% HP, they can no longer struggle to escape and may be fully captured by a signle foe. Being caught in this net drops the movement of a foe by 3, prevents any sort of flying or teleportation, and drops their speed by 10. Crafting these nets is expensive and time consuming, and only a few factions know how to properly do it.
3-Tracking Device: This object may be placed on a foe if the character holding it moves into or through a tile adjacent to the foe. This object may be placed without the foe knowing, and it does not take this character's action on that turn to place it. However, placing a tracking device has a -50 hit, and if a foe takes a turn to check themselves, they can find the device and do whatever they wish with it.
Tahu Fire Shields: These shields offer 100 defense, and are improved by the fire and shield skill and items boosts. These shields do not defend against water or earth type damage, but they do defend against psychic and magic.
Elite Sonic Shields: These shields offer 50 defense, and are improved by the sonic and shield skill and items boosts.
Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.
Elite Acid Shields: These shields offer 50 defense, and are improved by the poison and shield skill and items boosts.
Elite Jumper-Pack: A jet-pack that will temporaily launch the wearer into the sky. This allows them to attack flying units with 1-range attacks, and will allow them to ignore terrain. However, they will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by 4.
Advanced Field Disrupter: This fragile piece of tech generates a disruptive field around the character, causing them to ignore dimensional alterations. This includes Subspace Debuffs, Negative Zone, and Mirrior Dimension... among other similar things.
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, 4 Razor Plates are required to create this item.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who do not have high affinity to fire. However, it will also increase all burn chance activations by 10%.
Mustafar Magma Shard: This item will harm characters who do not have high affinity to fire. However, it will also increase all burn chance activations by 10%.
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.
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.
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.
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) 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) 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, ambushes and backstabs.
(TBA) Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
(TBA) Gunslinger's Lucky Foot: The foot of a small animal. Oddly, this trinket buffs the speed of any character who is currently using a marksman type weapon (not including bows) by 10. This object is shockingly valuable, but it never drops and is difficult to steal.
(TBA) Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
(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) Ring Of Sacrifice: This character will lose nothing upon falling in battle. This ring will be destroyed upon the death of this character.
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.
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.
12- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
12- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
12- Bomb Badge: A badge that may be worn on any type of military uniform (currently on the harness of this character). Increases the damage of explosion type attacks by 50%. Fairly easy to steal or drop.
12- Sonic Amplifier: A small device that is worn on armor. This amplifies sonic attacks, but is very fragile and easily stolen. This item will often break if the character falls in battle. Boosts sonic damage by 50%.
6-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
Abilities:
Hunter of Legend: Signature Ability. In order for this ability to work, this character must be equal to or higher leveled than all bounty hunters in any legitimate Bounty Hunting guild that this character is currently a member of (5 or more members recognized by at least three governments). If this character accepts a commission to hunt a foe, and he chooses to accept, he will deal double damage to that foe. He may only take one commission at a time. This ability may not be removed by strategist. Costs: 5 pg
Nano Virus: This character may fire a two-ranged dart at his foe instead of attacking. If this attack lands, it has an 80% chance to give the foe a Nano Virus. The Nano Virus cannot stack with itself, and it only works against foes who are electrical or cyborge in nature. This computer virus will prevent that character from healing until it is cured, though the character may choose to shut itself off to prevent itself from taking further damage. This virus will deal 50 (250) (1750) damage per turn. This virus is very difficult to cure. Costs: 6 pg
Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg
Rapid Fire Arm Switch: This character may choose to switch the fire arm they have equipped even during the enemy phase. They may only do this once, but they may pick their weapon as soon as the enemy attacks them. They do not have to specify their pick. Costs: 2 pg
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
Disintegrating Bolt: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 pg
Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves (1/4), Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. 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
Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 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
Headshot: Marksman ability. This character is extremely accurate and can land devastating 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 multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 pg
Dual Gunner: 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 Marksman level.
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
Character Type: Hunter, Marksman, Strategist, Melee
Weakness: Weak to bite type damage. Mild weakness to explosion type damage. Resists fear. Resists pain.
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