Tuesday, January 26, 2021

Alexander Hamilton






Hamilton!: Level 64
HP: 168,000 (336,000 Draught of Life+1UP) (504,000)
Attack: 1700
3GM Marksman: 600
3GM Sword: 600
Elite Musket: 2400 (4100) (4700) (9400) (14,100) (42,300)(126,900)(545,670)
Elite Flintlock Pistol: 600 (2300) (2900) (5800) (8,700) (26,100)(78,300)(336,690)
Elite Sabre: 500 (2200) (2800) (5600) (8,400) (25,200)(75,600)(325,080)
Elite Musket: 2400 (4100) (4700) (5200) (10,400) (15,600) (46,800)(140,400)(603,720)
Elite Flintlock Pistol: 600 (2300) (2900) (3400) (6800) (10,200) (30,600)(91,800)(394,740)
Defense: 1700 (3400)
5M Armor: 80
True Patriot's Uniform: 800 (4200) (4280)
Deadly Weather Cloak: 300 (4580) (9160)
Speed: 180
Skill: 240
Move: 6 (11 war horse)


Items:

2-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.

Elite Musket++: This weapon cannot counter-attack. This weapon may only strike once when attacking. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-3 (6) range. Base 2,400 bullet-type might.

Elite Flintlock Pistol++: This weapon may only strike once when attacking. This weapon will deal 50% more damage when it vantages the foe. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-2 (5) range. Base 600 bullet-type might.

Elite Sabre++: A curved and deadly blade. Even though this weapon offers no speed debuffs, it is from an age where war was impractical and polite. As such, this blade will only ever strike once. However, it will add 100% to the total buff offered by the ability "Heavy Blow". Base 500 blade type might. 

20-Heavy Lead Musket Ball: A heavy bullet that can only work with flintlock weapons such as muskets and flintlock pistols. Using one of these balls will add 500 base might. 

True Patriot's Uniform++: A bold military uniform. This uniform grants immunity to bullet type damage, as well as extreme resistance to body damage, and resistance to explosion type damage. This uniform is shockingly sturdy, as it has been laced with Vibranium. This outfit defends against psychic and magic. Base: 800 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.

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. 

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. 

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.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

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.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

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.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

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.

Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable. 

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.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.

Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time. 

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.


Abilities: 

I'm Not Throwing Away My Shot: Signature ability. If hamiliton is using a consumable form of ammunition to attack or counter, he will boost his total damage by 50%, as well as his speed and skill by 10. If he runs out of ammunition, he will suffer a 10 speed loss and a 50% damage debuff. Costs: 8 pg

Washington's Right Hand Man (II): Signature ability. This character has devoted their entire being to the protection of General Washington. If a character initiates an attack against Washington, Hamilton will double (triple) his total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm Washington will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. If Hamilton is adjacent to Washington, he will boost his speed by 5 (10), and he will boost his total damage by 25% (50%). Costs: 10 pg

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

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. (4.3x) Costs: 4 pg

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

Heavy Blow (II): 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 100% (200%). Costs: 8 pg

Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg

Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% 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

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

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.

Character Type: Marksman, Strategist

Weakness: Extreme bullet weakness. Weak to taunt. Resists fear. Extremely resists mind control. 


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Hamilton's War Horse: Level 50
HP: 54,000 (108,000 Draught of Life+1UP)
Attack: 500
5M Martial: 80
Martial Attack: 500 (580)
Defense: 500
5M Armor: 80
Elite American War Horse Armor: 500 (1000) (1080)
Speed: 145
Skill: 120
Speed: 11


Items:

Elite American War Horse Armor: Armor for steeds of war. Grants 500 defense.


Abilities:

Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 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

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg


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. Costs: 2 pg


Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 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 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 characters 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


Defiant Speed: If this unit has less than half-life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half-line. Costs: 3

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

Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3 pg

Character Type: Mount


Weakness: Claw and Bite type damage.

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