War Hammer Titan: Level (1 update)
HP: 508,200 (1,016,400 Draught of Life + 1UP) (2,032,800)
Attack: 4,400
5GM Hammer: 1000
3GM Sword: 600
3GM Marksman: 600
1GM Whip: 200
War Hammer Titan Hammer: 6000 (10,400) (12,400) (24,800) (45,600) (136,800)(684,000) (1,026,000)
War Hammer Titan Sword: 1200 (5600) (6200) (12,400) (24,800) (74,400)(372,000) (558,000)
War Hammer Titan Bow: 1200 (5600) (6200) (12,400) (24,800) (74,400)(372,000)
War Hammer Titan Whip: 300 (4700) (4900) (9800) (19,600) (58,800)(294,000)
Defense: 5,000 (10,000)
1GM Armor: 200
War Hammer Titan Venevonix Diamond Skin: 2000 (1200) (12,200) (24,400) (36,600) (109,800)
Speed: 245 (250) (255)(-30 avoid)
Skill: 275 (285)
Move: 6 (7) (10)
Items:
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
(TBA) 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.
War Hammer Titan Venevonix Diamond Skin: Incredible armor offered to the War Hammer by Venevonix Diamond. This armor will cause the ability "Diamond Skin" to always be active. If the Diamond skin is destroyed by explosion damage, it will regenerate after only one turn. This character does not need to spend turns to repair its armor. This item also makes Diamond Skin 3x more resistant to wear... making it very difficult to use even powerful explosions to destroy the armor. Base: 2000 defense.
(TBA) 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.
(TBA) 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.
(TBA) 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 nearly impossible to steal.
(TBA) Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
(TBA) Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) 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.
(TBA) Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
(TBA) 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.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
(TBA) Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
(TBA) 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.
(TBA) Thiefbreaker Chain: A silver chain worn near the waste. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
(TBA) 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.
(TBA) Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
(TBA) Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose, and is rarely stolen. This tear strangely increase the chance of bleeding status's by 20%.
(TBA) Twisted Stone: This twisted black rock boosts the whip damage of the user by 50%. Only one of these items may be used by the character. This boosts alongside elemental gems if used.
(TBA) 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.
(TBA) Heavy Stone: An odd stone, covered in lumps and usually heavy for its size. This item will boost the might of bludgeon-type attacks by 50%. Only one of these stones may be used by a character.
(TBA) Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
(TBA) Blade, Whip, Pierce, and Bludegon Plates
(TBA) 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:
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
War Hammer Titan: Signature ability. This ability cannot be removed by strategist. This particular Titan may use its hardening to make various weapons:
War Hammer: -20 skill. -10 speed. 1-2 range. This hammer immediately breaks shields and barriers. This hammer deals pure bludgeon damage. The base might of this hammer is 3x the current Skill damage boost might.
Sword: This weapon will deal blade damage. The base might of this blade is 2x the Skill damage boost might.
Bow: -10 skill and speed at 1 range. 1-3 range. This weapon will deal piece damage. The base might of this bow is 2x the Skill damage boost might.
Whip: Though this weapon is massive, it deals very little shield or armor wear. 1-2 range. This weapon deals pure whip type damage. The base might of this whip is 1.5x the Skill damage boost might.
It may materialize one of these weapons at the start of each phase. The weapons are incredibly sturdy, and even if they break, this character can easily make another one. Costs: 9 pg
Diamond Skin: This unit may take a turn to make areas of its skin hard and diamond-like. This will render the character immune to blade and pierce type attacks until this diamond skin wears off. This hardening lasts for 4 turns. However, it does take a full turn to do (The ability only starts working at the start of this character's next turn). Costs: 4 pg
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. 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. (5x) Costs: 4 pg
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. This ability may be used once (twice) a day. Costs: 5 pg
Spiky Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into spiky terrain. This terrain hurts any characters that walk on it. Spiky terrain generally takes 10% of a characters HP for every turn they start in it. Spiky terrain has a 30% chance to give a character who stands or moves through it a bleeding status. Flying or levitating characters are immune to spiky terrain. Walking characters take two move to pass through spiky terrain. Costs: 4 pg
Trail of Spikes: This ability requires the character using it to have the ability "Spiky Terrain". If they do, they may spend twice their normal movement when walking and leave spiky terrain in every space they pass through. They will be immune to this terrain. Costs: 4 pg
Critical Hit: Once (twice) 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. The foe will not counter after being struck by this attack. Costs: 5 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 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
Traumatizing Blows (II): The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 60% (80%) of the time. This ability only activates on physical attacks. Costs: 6 pg
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
Crystal Impale: -30 hit. 1-2 range. This attack cannot hit flying or levitating foes. This character may choose to stab a foe with a massive crystal spike and then lift them up from the ground. This will immediately take 20% of the foe's max HP as pierce damage (as such it can be resisted or ignored). If the attack lands, the spike will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy by 50. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. This move may hold an enemy in place for up to 3 turns. The spike itself can be targeted by any character who is not suspended by it. It will have 10% of the HP of the character who used this move. Like a tackle, an extremely strong character will break free quicker. This character may only use this ability once every four (two) turns. Costs: 6 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
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
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.
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Character Type: Melee
Weakness: Mild weakness to bite damage. Although this character is a huge size class, it may still be killed by cleave. Resists fear and pain abilities. Resists bludgeon and bullet. Resists activated melee abilities (finish strike, critical hit, tri-attack, assualt moves).
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