General George Washington: Level 68
HP: 225,000 (450,000 1UP+Draught of Life) (675,000)
Attack: 2500
3GM Marksman: 600
3GM Sword: 600
Elite Musket++: 2400 (4900) (5500) (11,000) (16,500) (49500)(148,500)(638,550)
Elite General's Sabre++: 600 (3100) (3700) (7400) (11,100) (33300)(99,900)(429,570)
Defense: 2500 (5000)
1GM Armor: 200
Mithril Chainmail: 1600 (6600) (6800)
Grand General's Outfit: 800 (7600)
Deadly Weather Cloak: 300 (7900) (15,800) (47,400)
Speed: 200
Skill: 265
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 range. Base 2,400 bullet-type might.
Elite General's 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 "Heavt Blow". Base 600 blade type might.
Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Grand General's Outfit++: A bold military uniform. This item will add 1 range to War Cry, Inspiration, and Unmatched Patriotism. 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.
American Banner: A Banner that Washington used in the Revolution. This mighty, patriotic item will double the range of all the strategic buffing abilities used by the character holding it. Only American units are aided by this banner. Only an American unit may use this banner. However... perhaps other banners of this sort could exist. This item will draw the attack of lower intelligence foes.
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.
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.
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
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.
1-Shards of Nowhere Key: If a charcter were to collect all 6 shards of the Nowhere key, they could use it to open the Nowhere Realm. The Nowhere Realm can be opened from anywhere and can open to anywhere. However, such an act should not be performed lightly.
Razor Stone
Golden Casing
Pure Stone
Abilities:
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
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
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
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Inspiration: Ally units within two (3) (6) spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
Unmatched Patriotism: Signature ability. If this character is within five (6) (12) spaces of an American military unit, that character will increase their defense and total damage dealt by 50%. It will also increase their base speed and skill by 35. This ability cannot be removed by Strategist. Costs: 6 pg
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three (4) (8) spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
Wary Aura: This unit may grant the ability "Wary Fighter" to all ally units within 3 (4) (8) range. The unit will not be able to choose not to have this ability impact them if this character chooses to have the aura present. This unit may choose to start using this aura or stop using this aura at the end of any of its turn. Costs: 4 pg
Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 16 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. 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: Strategist, Marksman, Melee
Weakness: Weak to bullet damage. Weak to disease statuses. Extremely resists fear and pain abilities.
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Washington'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
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.
Character Type: Mount
Weakness: Claw and Bite type damage.
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