Wednesday, December 16, 2020

Cloud Strife






Cloud Strife: Level 82
HP: 660,000 (1,980,000) (4,752,000) (7,603,200 Heart and Soul) (9,884,160)
Attack: 14,000
2 OMEGA Sword: 4000
1 OMEGA Fire: 2000
1 OMEGA Ice: 2000
1 OMEGA Earth: 2000
1 OMEGA Energy: 2000
1 OMEGA Magic: 2000
1 OMEGA Poison: 2000
1 OMEGA Light: 2000
1 OMEGA Absorb: 2000
The Buster Sword: 3000 (17,000) (25,000) (50,000) (100,000) (130,000) (195,000) (585,000) (2,925,000)(4,387,500) (5,484,375)
Materia-Fire: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Ice: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Earth: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Lightning: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Comet: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Poison: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Magic: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Materia-Absorb: 200 (1400) (15,400) (17,400) (130,500) (169,650) (339,300) (1,017,900) (1,272,375)
Defense: 14,000 (28,000)
5GM Armor: 1000
Darkest Underarmor: 300 (28,300) (29,300)
Cloud's Soldier Gear: 700 (30,000)
Deadly Weather Cloak: 300 (30,300) (45,450) (136,350)
1 OMEGA Shield: 2000
The Buster Sword: 2000 (10,000) (20,000) (40,000) (80,000) (110,300)
Flame Spirit Shield: 1000 (3,000) (5,000) (37,500) (75,000) (150,000) (300,000) (410,300)
Tahu Fire Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (533,300)
Kopaha Ice Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (656,300)
Pohatu Earth Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (779,300)
Elite Enhanced Energy Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (902,300)
Elite Enhanced Acid Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,025,300)
Elite Enhanced Flame Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,148,300)
Elite Enhanced Light Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,271,300)
Elite Enhanced Ice Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,394,300)
Elite Enhanced Absorb Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,517,300)
Elite Enhanced Earth Shields: 100 (2100) (4100) (30,750) (61,500) (123,000) (1,640,300) (2,460,450) (7,381,350) (22,144,050)
Speed: 285 (290) (295)(305)
Skill: 300 (340) (350)
Move: 8 (9) (10)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Rune Arc

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.

10-Heart Containers

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.

Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement. 

The Buster Sword+++: -40 speed. This weapon may not be used to counter-attack. This strange, massively heavy weapon deals pure blade damage. It also must be used with an incredibly aggressive fight style. This weapon will strike 4x the normal strike rate. When defending, this sword will work as a shield, offering its base attack as defense. The sword will defend against psychic and magic damage. Pure stones and bludgeon buffing items will improve the defense offered by this sword, as well as the Sword skill level of the character. This weapon boasts an incredible 1000 (2000) (3000) base might. In its final state, this weapon will deal 50% more damage when this character reaches full Limit. It will also deal much more wear than most Blade-type weapons.

Materia Weapon Seal: Elite Weapon Seal. This weapon seal will allow a weapon to be buffed by Materia. Each engagement with the weapon requires the payment of 5MP. If 5MP is not spent, the weapon will deal half damage. If 10MP is spent, the attacks will deal 50% more damage. This causes weapon attacks to be improved by Spell buffing items. However, the attacks are not considered spells.

Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat. 

Cog Bangle++: A catalyst from the world of Final Fantasy. This powerful item will boost the add 600 (1200) base might of cast spells (including materia oriented spells). This item very rarely drops. 

Darkest Underarmor: This extremely dark underarmor is steeped in Darksteel and Void. As such, it offers immunity to psychic, as well as an extreme resistance to whip. Base: 300 defense.

Cloud's SOLDIER Gear++: The tactical gear of cloud. Designed to protect a SOLDIER in combat. This durable armor grants resistance to energy, extreme resistance to bullet, as well as extreme resistance to claw, tail, wing, and bite. This armor defends against psychic and magic. Base: 700 defense.

Deadly Weather Cloak: An incredibly well-designed cloak. This staggering item will grant extreme resistance to water, air, earth, and ice. This cloak resists wear. This cloak is very difficult to steal. This cloak allows the character to ignore weather/climate-based statuses and damages. Base 300 defense.

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.

Flash Bulbs: This item may be used once every 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.

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.

Kopaka Ice Shields:  These shields offer 100 defense, and are improved by the ice and shield skill and items boosts. These shields do not defend against fire type damage, but they do defend against psychic and magic.

Pohatu Earth Shields:  These shields offer 100 defense, and are improved by the earth and shield skill and items boosts. These shields do not defend against water type damage, but they do defend against psychic and magic.

Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.

Drop of Might

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

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.

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. 

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.

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. 

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Ring of Arrogant Defense: This ring breeds an unwise arrogance into the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

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. 

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. 

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.

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.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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.

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.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This 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 by 45%.

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. 

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.

Pennance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.

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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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. 

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.

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 Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.

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. 

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

4-Poms of Power (Magic, Fire, Energy, Earth, Ice, Poison, Absorb, Light)

12- Energy Gems+Energy Plate

12- Jade Cubes+Absorb Plate

24- Day Pearls+Light Plate

24- Poison Blooms+Poison Plate

12- Fire Gems+Flame Plate

12-Earth Gem+Earth Plate

12-Ice Gem+Plate

12-Magic Crystals+Magic Plate

Razor Stone+Razor Plate

Heavy Stone+Plate

Pure Stone

Abilities:

Limit Break (III): This character will charge limit during their battle. Each time this character strikes or is struck by a foe, they will gain 10 (15) (20) limit points. These points will max out at 100. This character may also take a turn to charge their limit, which will add 20 (40) (60) points. Upon reaching 100 points, this character will recieve +10 (+20) (+40) speed and skill and +2 (+4) (+6) movement. This speed boost will not remove the benefits of a Chloranthy Ring. If they choose, they may also boost the total damage of certain melee abilities. Boosting these melee abilities will double (triple) their total damage, but will fully consume 100 limit points and will remove the stat buffs acquired from being at Limit. Unlike the in Final Fantasy Universe, Limit Break abilities may not be improved by Materia. Costs: 12 pg

Blade Beam: -10 speed. This character may launch a powerful shockwave from their sword. This will have 1-2 range and deal 50% more damage than the regular sword strike. However, this attack will only hit once, regardless of abilities like dual weild or the use of brave weapons. This attack may be improved by Breaking Limit. The Limit Break variant will strike one foe as well as all adjacent spaces and deal 100% rather than 50% more damge. Costs: 3 pg

Cross Slash: -25 Skill: This character may strike four powerful blows. The foe will not counter until the end of these four attacks. The total might of each strike will be 50% more than the regular sword slash of this character. This skill may only be used if the character is carrying an ultra-heavy weapon (-30 speed or more). This ability may only be used once every four (two) turns. This ability may be improved with Limit Break. The Limit Break variant will instead have +20 skill and will trigger Savage Blow regardless of whether this character has the ability or not. Costs: 4 pg

Climb Hazard: -15 skill. This attack will always strike twice and only twice. This attack may strike flying foes. If used against a flying foe, it will deal double damage and slam them into the ground. This ability may be improved by Limit Break. The Limit Break version of this ability will be able to hit soaring characters and will no longer receive the skill debuff. Costs: 2 pg

Finishing Touch: Signature ability. Cloud may only use this attack when he has fully charged his Limit. Using this attack will completely empty his limit. This attack may strike an adjacent foe. It will ignore defense, immunities, resistances, and all defensive abilities (such as parriers, Sword Grabber, Aegis, and Pavis). This finishing blow will also completely overpower and ignore life-saving abilities (such as Take The Hit, Steadfast, Unbreakable Soul, Miraculous Save, and Cling To Life). This attack will strike once and deal damage equal to a regular sword strike of Cloud. Costs: 3 pg

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but they must have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg

Omni-Slash 5.0: Cloud Signature Ability. Cloud may launch into a foe who is up to 3 spaces away. This attack will be impossible to dodge. Cloud will strike the foe five times with his equipped melee weapon and then finish this assault move with a triple damage final hit. This ability may be used once (twice) a battle. Costs: 5 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. (2.5x) (5x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. 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

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

Materia Points: Final Fantasy exclusive ability. This character will start a battle with 50 materia points. This character may use double the normal points on a Materia ability to improve the damage by 50% or double the healing of the ability. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. This ability cannot be removed by strategist. Costs: 3 pg

Materia-Fire: This character may cast fire. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed"  Costs: 5 MP. Costs: 1 pg

Materia-Ice: This character may cast ice. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Earth: This character may cast earth. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Lightning: This character may cast lightning. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Commet: This character may cast light. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Poison: This character may cast poison. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Heartless Angel: This character may cast absorb. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Master Magic: This character may cast magic. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

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: 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

Death Blow: When attacking, this character adds 25% to their attack damage stat. 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

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 (Ring)

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 (Medallion) 

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

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

(TBA) Limit Break: This character will charge limit during their battle. Each time this character strikes or is struck by a foe, they will gain 10 limit points. These points will max out at 100. This character may also take a turn to charge their limit, which will add 20 points. Upon reaching 100 points, this character will recieve +10 speed and +2 movement. This speed boost will not remove the benifits of a Chloranthy Ring. If they choose, they may also boost the total damage of certain melee abilities. Boosting these melee abilities will double their total damage, but will fully consume 100 limit points and will remove the stat buffs aquired from being at Limit. Unlike the in Final Fantasy Universe, Limit Break abilities may not be improved by Materia. Costs: 3 pg

(TBA) Limit Break (II): This character will charge limit during their battle. Each time this character strikes or is struck by a foe, they will gain 10 (15) limit points. These points will max out at 100. This character may also take a turn to charge their limit, which will add 20 (40) points. Upon reaching 100 points, this character will recieve +10 (+20) speed and skill and +2 (+4) movement. This speed boost will not remove the benefits of a Chloranthy Ring. If they choose, they may also boost the total damage of certain melee abilities. Boosting these melee abilities will double their total damage, but will fully consume 100 limit points and will remove the stat buffs acquired from being at Limit. Unlike the in Final Fantasy Universe, Limit Break abilities may not be improved by Materia. Costs: 6 pg

(TBA) 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: 4 pg

Weaknesses: This character cannot recieve ally support buffs due to past feelings of failure. This character will take 50% more damage from the ability "Cruel Impale". Resists martial. Resists pain. 

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 125
Skill: 140
Move: 7


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Flight Unit Ho229: Level 55
HP: 100,800 (201,600 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: 155 (+10-40) (-20-80) (-5) (-25) (+100 Stealthy Flier)
Skill: 155 (-5) (-25)
Move: 11


Items:

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.

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%.

Shinra Tracking Beacon: The Shinra company may track this vehicle. 


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

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 (II): 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 physical damage by 50% (75%). 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: 10 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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