Cart Titan: Level 75
HP: 546,000 (1,092,000 Draught of Life+1UP) (2,184,000) (2,730,000) (3,412,500)
Attack: 5200
4GM Bite: 800
1GM Martial: 200
Martial Attacks: 5200 (5400) (16,200)(32,400)(97,200)
Reinforced Cart Titan Jaw: 1600 (6800) (7600) (11,400) (22,800) (68,400)(205,200)(410,400)
Defense: 5200 (10,400) (31,200)
4GM Armor: 800
Cart Titan Armor: 2000 (33,200) (34,000) (68,000) (204,000) (306,000)(918,000)
Speed: 257 (-30 avoid)
Skill: 257
Move: 7 (8) (9) (11)
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 dropped at death.
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
Reinforced Cart Titan Jaw++: -30 speed. Armor built around the massive jaws of the Cart Titan. This incredibly heavy body weapon adds even more wear to the biting attacks of this character and adds 800 (1600) base might to biting attacks.
Cart Titan Armor++: -50 speed. -3 movement. Incredibly heavy but sturdy armor. This armor grants extreme resistance to all forms of physical damage. It is likely that the armor is a composition of Mythril and Vibranium, but the mixture has been compromised preventing it from offering any full immunities. Offers 2000 (4000) defense and blocks psychic and magic damage. This armor ignores defense-reducing abilities such as Luna, Aether, or Critical Hits. This armor may be equipped with four massive turrets that will act as their own characters.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
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 these items. This item is very hard to steal.
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
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.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
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.
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.
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.
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.
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 to 45%.
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.
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.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and is nearly impossible 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.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or intangibility.
Jaw Stone+Jaw Plate
Boots
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
Abilities:
Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. Costs: 6 pg
Uncanny Endurance: This character may fight or work for great lengths of time without tiring. As such, they are immune to building stat debuffs. They will take no extra damage from abilities such as fury. For every turn this character engages the same foe, it will boost its total defense by 30%, maxing out at 300%. This buff will be removed if this character initiates an attack against a different foe. This character is immune to movement debuffs, including those from heavy armor. Costs: 5 pg
Line Up the Shot: This mount rarely attacks. However, it has an excellent eye for good angles to take shots at. If this unit does not attack, the character riding it will gain +40 skill when targetting a foe with Marksman-type weapons. Costs: 4 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) 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: 4 pg
Body Block: Due to the massive size of this character, it may use take the hit for any ally who is a size class smaller than it. This even works if this character is also targeted in the attack (such as in the case of an AoE). Costs: 3 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 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
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over the forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of its total HP at the start of every turn. Costs: 5 pg
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of its total HP at the start of every turn. Costs: 5 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Bunker Buster: This character's massive strength makes them ideal for breaking through places where foes have bunkered down. This character's attacks deal absolutely massive damage to structures, including walls, bridges, and doors. This character will ignore the abilities "Patient Defender" and "Motionless Fortress", and will deal double damage to characters who have those abilities equipped. Costs: 4 pg
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
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg
(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This ability cannot be removed by strategist. Costs: 2 pg
Character Type: Mount. Destructive.
Weakness: Mild weakness to the poison status. Weak to explosion damage. Despite the massive size of this character, they may still be killed by Cleave. Resists mind control. Immune to taunt. Resists water, air, and earth-type damage.
Caps:
HP: High
Attack: 500
Defense: 1000
Speed: 132
Skill: 132
Move: 6
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HP: 144,000
Attack: 1600
3GM Marksman: 600 (1200)
Heavy Gatling Turrets: 1200 (2800) (4000) (8000) (16,000) (48,000)(240,000)(720,000)
Modified QS Bullet: 300 (1500) (3100) (4300) (8600) (17,200) (51,600)(258,000)(774,000)
Defense: 1600
5M Armor: 80
Heavy Turret Armor: 3000 (4600) (4680)
Speed: 150 (85)
Skill: 220 (270) (+20)
Move: 0
Items:
Heavy Gatling Turrets++: These guns are placed on either wing of the Metal Gear Ray. If this character has "Dual Gunner" these Gatling guns may choose to fire at one enemy, or each gun may target a separate foe. -25 speed each. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 (5) range. Base 1200 bullet-type might
Heavy Turret Armor: -40 speed. Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, air and body type damage. This armor defends against psychic and magic. Grants 3000 defense.
15-Modified Quicksilver bullet: This large bullet has been modified for Gatlining Guns. 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.
32-Heavy Hollowpoint Rounds: These rounds do not add extra damage to the weapon they are used with. However, they will increase the total wear of the bullet damage. This is still not a high wear attack, but it is significantly better than regular bullet damage.
Pure Stone
Golden Casing+Bullet Plate
Golden Casing+Bullet Plate
Steady Scope: This scope is designed especially for turrets. If the character holding this item has more than 0 movement, the item will not work. Grants +50 skill.
Spotlight: A massive spotlight attached to a medium-sized character. This spotlight may choose to target a foe. This does not take the turn of the character. The foe will suffer -20 skill when counter-attacking at the character using the spotlight. The spotlight immediately removes darkness buffs. This spotlight may be targeted and destroyed. 1-5 range.
Abilities:
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. (4.15x) (5x) 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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 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.
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
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Marksman, Destructive, Vehicle
Weakness: This character will be destroyed upon death, not leveled down. This character has a mild weakness to explosion-type damage. Resists water and ice damage.
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HP: 357,000 (714,000 Reactor Core) (1,428,000)
Attack: 4500
5GM Marksman: 1000 (2000)
Long Ranged Heavy Sniping Canon: 6000 (10,500) (12,500) (25,000) (50,000) (150,000)(750,000)(2,250,000)
Slaying Heavy Canon Shell: 1000 (13,500) (27,000) (54,000) (162,000)(810,000)(2,430,000)
Defense: 4500
GM Armor: 200
Heavy Turret Armor: 3000 (7500) (7700)
Speed: 200 (110)
Skill: 300 (350) (400)
Move: 0
Items:
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Long Ranged Heavy Sniping Canon+++ (Sealed): -50 speed. +50 skill. This massive cannon may only fire once. This cannon may not counter. This canon takes a turn to cooldown after firing. 1-5 (15) range. This incredible weapon will cause the ability "Sniper Shot" to increase the range of this weapon by 50%, 100%, or 200% depending on if it is Sniper Shot I, II, or III respectively. This canon will also cause all rounds fired from it to treat Bullet immunity and extreme resistance as if they were one tier lower. Base 2000 (6000) bullet type might.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Heavy Turret Armor: -40 speed. Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, air and body type damage. This armor defends against psychic and magic. Grants 3000 defense.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
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.
Pure Stone
Golden Casing+Bullet Plate
Golden Casing+Bullet Plate
Steady Scope: This scope is designed especially for turrets. If the character holding this item has more than 0 movement, the item will not work. Grants +50 skill.
Spotlight: A massive spotlight attached to a medium-sized character. This spotlight may choose to target a foe. This does not take the turn of the character. The foe will suffer -20 skill when counter-attacking at the character using the spotlight. The spotlight immediately removes darkness buffs. This spotlight may be targeted and destroyed. 1-5 range.
1-Demon Slaying Heavy Cannon Shell: This massive shell has been blessed with Holy Water and designed specifically to kill a Demon. This bullet deals triple damage to demon-type foes. It also adds base 1000 might when used in a Heavy Cannon
1-Dragon Slaying Heavy Cannon Shell: This massive shell has been designed specifically to kill a Dragon. This bullet deals triple damage to dragon-type foes. It also adds base 1000 might when used in a Heavy Cannon
1-Titan Slaying Heavy Cannon Shell: This massive shell has been designed specifically to kill a Titan. This bullet deals triple damage to Titan-type foes. It also adds base 1000 might when used in a Heavy Cannon
1-God Slaying Heavy Cannon Shell: This massive shell has been designed specifically to kill a God. This bullet deals triple damage to deity-type foes. It also adds base 1000 might when used in a Heavy Cannon
1-Angel Slaying Heavy Cannon Shell: This massive shell has been designed specifically to kill an Angel. This bullet deals triple damage to Angel-type foes. It also adds base 1000 might when used in a Heavy Cannon
1-Beast Slaying Heavy Cannon Shell: This massive shell has been designed specifically to kill a Beast. This bullet deals triple damage to Beast-type foes. It also adds base 1000 might when used in a Heavy Cannon
Abilities:
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. (4.15x) (5x) 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
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will multiply the damage of normal strikes by 200%. Costs: 16 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 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 double the damage of normal attacks from any ranged weapon used by the character. Costs: 5 pg
Only One Shot At This: Signature ability. If this unit is using a consumable form of ammo and they only have one of that ammo remaining, they will increase their skill by 100. This is not a conditional stat buff. Costs: 5 pg
Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it the that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much. However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either triple the damage of this unit, or reducing it to zero. This ability is always active, even when other activatable abilities are used. Costs: 5 pg
Critical Hit: Once a battle, this unit may attack an 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. Enemies will not counter if this attack strikes them. Costs: 5 pg
Character Type: Marksman, Destructive, Vehicle
Weakness: This character will be destroyed upon death, not leveled down. This character has a mild weakness to explosion-type damage. Resists water and ice damage.
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