2B: Level 73
HP: 336,000 (672,000 Heart Container) (1,344,000 Mako Cells) (1,612,800 Crystal Soul) (2,419,200 Centaur Heart+Soul) (3,628,800 HP UP Chip)
Attack: 4,200
5GM Sword: 1,000
5GM Spear: 1,000
5GM Martial: 1,000
5GM Energy: 1,000
Winged Hussar Scimitar++: 600 (1,700) (1,750) (3,500) (7,000) (21,000) (43,050) (64,575) (96,863)
Minion Great Axe++: 1,600 (2,700) (2,750) (5,500) (11,000) (33,000) (67,650) (101,475) (152,213)
Minion Great Axe++ w/ shield: 1,600 (2,700) (2,780) (5,500) (11,000) (33,000) (77,550) (116,325) (174,488)
Defense: 900
5GM Armor: 1,000
Alluring Night Coat: 150 (1,375)
5GM Shield: 1,000
Minion Combat Shield: 300 (1,675)
Speed: 250 (255) (260) (+25 Avoid) (+60 Avoid)
Skill: 265 (305)
Move: 7 (8) (9) (11) (14 Move Chip)
Items:
Shadowy Night Dress: +30 Avoid. A tailored item. This item will allow this character to add 10% to their instant-dodge chance when using the ability "Dodge Roll" or "Teleport Dodge". She may now choose to not actually move a space when using Dodge Roll if she wishes to stay close and counter. Counter attacks after triggering Dodge Roll or Teleport Dodge will deal 50% more damage.
Alluring Night Coat: +30 Avoid. A strikingly beautiful cloak. If 2B is within two spaces of a close ally, this cloak will attract the attention of the foe and almost always cause them to attack 2B rather than her close ally. This cloak grants resistance to poison, water, and ice. Only incredibly intelligent foes will ignore this cloak. This beautiful design is, unfortunately, very fragile. Base 150 defense.
4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal
Centaur Heart + Soul: 25%+25% HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10- Heart Container: +10% HP, up to x2
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
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.
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, overheat). This item is easily lost or stolen.
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.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
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
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability thats sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
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.
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.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
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.
Flash Bomb: This item may be used once every (one) 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.
Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
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.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Stark Tracking Overdriver: May be put into the joints of mechs or robots. Very fragile and breaks readily... and when broken is usually destroyed. +5 speed and +10 avoid.
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.
Soulborg's Last Resort: A small, well-protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
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.
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.
Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
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.
Pure Stone
Razor Stone + Plate
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.
Abilities:
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (30%) chance to deal 3x damage. Costs: 5 pg
Confidence: Each time this character dodges a foe entirely in an engagement, it will boost its base attack by 20%. This ability will max out at a 500% damage boost; however, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% (60%) chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counterattack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 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% (40%) chance to completely dodge a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Elusive Blow: When attacking, this character adds +40 to their avoid. Costs: 3 pg
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their avoid and 20 to their skill. Costs: 3 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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) (2.35x) Costs: 4 pg
Pod: This character is always found with a supporting Pod by her side. This Pod may be equipped with various weapons and enhancements. The Pod will attack as a separate character, but foes countering it will strike at 2B, so she must be careful in using it. This pod is fairly fragile, so characters with Real Damage Blows can easily take it out of commission. Costs: 3 pg
Software Weapons: This character makes digital copies of their weapons. These copies are then generated from thin air behind her. These weapons cannot be stolen. If they are dropped, they can simply be reformed in her hand. As such, it is practically impossible for this character to lose her weapons or have them stolen. This may not be done with certain weapon types (those of legendary quality that would be too complex or powerful to be generated). Costs: 2 pg
Plug-In-Chips: As an Android, this character may plug in various chips that buff her abilities substantially. However, if she falls in battles, those chips will no longer improve her stats for the next three weeks. After the time has passed, all chips will be regained. This ability cannot be removed by strategist. Costs: 2 pg
>Max HP UP Chip: This character may boost their total HP cap by 50%. This will be multiplied on top of any items boosting her HP. Costs: 4 pg
>Attack Up Chip: Increases the total damage of the user's physical, one ranged attacks by 50%. Costs: 4 pg
>Shock Wave Chip: This chip will cause the weapon damage of this character to function more like bludgeon damage when it comes to weapon, shield, and armor wear. This will significantly improve the rate of destroying enemy equipment. Costs: 2 pg
>Crit-Up Chip: This chip will increase the odds of Critical Odds by 20%. Costs: 2 pg
>Melee Defense Chip: This character will take 10% less damage from melee attacks. This is not a resistance, and will be calculated separately from them. Costs: 1 pg
>Range Defense Chip: This character will take 10% less damage from ranged attacks (this will not include AoEs) . This is not a resistance, and will be calculated separately from them. Costs: 1 pg
>Move Speed Up Chip: Adds 3 movement to this character. Costs: 2 pg
>Evasion Up Chip: +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 +50 hit chance. Costs: 4 pg
(TBA) Counter Chip: Unlocks the ability "Counter". This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 4 pg
(TBA) Crit Chip: This chip will cause the critical hits used by this character to deal 30% more damage. Costs: 1 pg
(TBA) Drop Rate Up Chip: When looting a fallen foe, this character may subtract 10 from their roll to make them more likely to take valuable items. Cost: 1 pg
(TBA) Range Attack Up Chip: Increases the total damage of the user's ranged attacks by 50%. Costs: 4 pg
(TBA) Last Stand Chip: 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
(TBA) Reset Chip: A fantastic Chip. This will give this character a 20% chance to completely revive at the start of the turn directly after she has fallen in battle. Reviving will prevent chip loss... it will count as if she has not died. All statuses will be cured. This ability is a true reset of her Battle. She may only attempt to revive once per battle. Costs: 5 pg
(TBA) Nuclear Desolation: If this unit reaches near the center of the map, it may detonate, Destroying itself and striking every unit on the map. This is an AoE and cannot be dodged. The base might of this attack is 500 . This is extremely heavy explosion/radiation type damage. This attack will harm allies. After this attack lands, the map will be subject to nuclear fallout. Any unit standing on the map will risk taking radiation poisoning. This poisoning will deal 5% of their HP per turn and is hard to cure. It also ignores most immunities. This ability cannot be removed by strategist. Costs: 15 pg
(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg
(TBA) 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
(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) Sword 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
(TBA) Cleave: The unit may try and instant-kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
(TBA) Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg
(TBA) 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
If the character strikes an enemy, they will boost their skill stat by 5
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
If the character strikes an enemy, they will boost their skill stat by 5
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
(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry ripostes, and critical hits. Costs: 6 pg
(TBA) 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
(TBA) 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
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Emotion Based:
(TBA) 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
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 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) Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg
Character Type: Android, Melee, Destructive
Weakness: As an Android, this character can be hacked and is impacted by EMP. Mild weakness to sonic damage. This character is normally programmed to be unfeeling. If she chooses to stick to her programming, she is immune to fear abilities, taunt, serene aura, or any other personality based debuffs. However, she will also be incapable of receiving personality based buffs. She may choose to stray from her programming, and doing so will remove her personality based immunities but will allow her to receive personality based buffs. She must choose at the start of each of her turns whether she wishes to stay on programming.
Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 135
Skill: 150
Move: 7
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Flight Unit Ho229: Level 50
HP: 64,800 (129,600 Reactor Core)
Attack: 400
1GM Sword: 200
1GM Marksman: 200
5M Explosion: 80
5M Sonic: 80
5M Light: 80
Shinra Sonic Blade: 300 (700) (900) (980) (4900) (9800) (14,700)
Shinra Lightning Blade: 300 (700) (900) (980) (4900) (9800) (14,700)
Anti-Armor Homing Rockets: 700 (1100) (1180) (5,900)
Heavy Machine Guns: 500 (900) (1100) (2200) (3300)
Defense: 500
5M Armor: 80
Flight Unit Casing: 800 (1300) (1380)
5M Shield: 80
Elite Sonic Shields: 50 (130) (210) (1050) (2430)
Elite Energy Shields: 50 (130) (210) (1050) (3480)
Speed: 130 (+10-40) (-20-80) (-5) (-25) (+100 Stealthy Flier)
Skill: 130 (-5) (-25)
Move: 11
Items: (Note-most of these items are built into the mech and cannot be removed)
Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
(Locked)
4-Shinra Sonic Blade: +10 speed. These long, curved, katana like blades deal blade/sonic damage. The sonic component does great wear to high tech equipment. This blade deals 50% more damage when attacking, but cannot be improved by any other augment. Base: 300 sonic/blade type might.
4-Shinra Lightning Blade: +10 speed. These long, curved, katana like blades deal blade/lightning damage. This blade deals 50% more damage when attacking, but cannot be improved by any other augment. Base: 300 sonic/blade type might.
Savage Sonic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/sonic 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.
Savage Energy Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/energy 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.
10-Anti-Armor Homing Rockets: +20 hit. These rockets boast long-range and a devastating homing ability. They will ignore dodge-roll like abilities, along with teleport dodge and stealthy flier. Two of these rockets may be fired per-turn. They cannot be used to counter-attack. Base 700 explosion type damage. These rockets ignore armor and deal huge damage to the armor and shields of their target. 1-3 range.
4-Heavy Machine Guns: -20 speed when in use. Mini-guns built to be held by the four arms of a Flight Unit. These weapons are exceptionally powerful, and will always strike four times when attacking. However, they cannot counter-attack. Base 500 bullet-type damage.
4-Heavy Machine Guns: -20 speed when in use. Mini-guns built to be held by the four arms of a Flight Unit. These weapons are exceptionally powerful, and will always strike four times when attacking. However, they cannot counter-attack. Base 500 bullet-type damage.
Flight Unit Casing: Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, and body type damage. This armor defends against psychic and magic. Grants 800 defense.
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.
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.
4-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.
8- 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.
8- 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%.
Abilities:
Speed Boost (II): If this unit travels in a straight line, it may increase its movement by 75% (8). Costs: 8 pg
Four Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -25 skill and speed loss while using this ability. Dual wield is required for this ability to function. Costs: 5 pg and Dual Wield.
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 pg
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Auto Repair: This machine can auto repair. This will cause it to heal 20% of its HP at the start of each turn. This ability fails if this character has been struck by an EMP and is currently powered down. Costs: 5 pg
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg
Mech Support: This mech may choose not to take an action this turn, instead lending its massive strength to the unit piloting it. This will boost the total speed and skill of that character during this turn by 10. It will also boost their total damage by 50%. As a mount, this unit's avoid will be calculated for the unit it is carrying... however, unlike most mounts, if this mech is ever outclassed by its rider's avoid, the rider and the mech will share the rider's avoid instead. Costs: 5 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.
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.
Character Type: Vehicle
Weakness: Weak to explosion type damage. Resists air and water type damage. As a vehicle, this "character" will neither level up nor down. However, it will count as contributing to a battle, so it can alter level up growths for allies or level down foes. This character does not die, but is destroyed. The pieces of this character will need to be collected and repaired.


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