Friday, April 2, 2021

Armin Arlert






Armin: Level 64 
HP: 336,000 (672,000 Draught of Life+1UP)
Attack: 2700
5M Sword: 80
5Marksman: 80
5GM Explosion: 1000
5GM Fire: 1000
5GM Air: 1000
Pure Titan Blade: 400 (3100) (3180) (6,360) (12,720)
Quick-Fire Pistol: 350 (3050) (3130) (6,260) (12,520)
Martial Attacks: 2700 (3700) (11,100) (33,300) (66,600)
Steam Blast: 50 (2750) (3750) (4750) (35,625) (71,250) (142,500) (427,500) (1,282,500)
Colossal Titan Shift: 200 (2900) (3900) (4900) (5900) (44,250) (88,500) (132,750) (265,500) (796,500) (2,389,500)
Defense: 2700
5GM Armor: 1000
War Scout Underarmor: 200 (1200) (28,200)
War Scout Armor: 300 (28,500)
Elite Scout Cloak: 100 (28,600) (42,900)
5GM Shield: 1000
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (61,600)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (94,600)
Rayquazascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (127,600)
Rayquazascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (160,600)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (191,200)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (221,800)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (252,400)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (283,000)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (313,600)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (344,200)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (374,800)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (405,400) (608,100)
Speed: 180 (190) (195) (+20 avoid) (-50 avoid)
Skill: 230
Move: 6 (11)


Items:


Quick-fire Pistol: +10 speed. A pistol that is small and designed to be fired extremely quickly. 1-2 range. Base 350 bullet-type might.

8- Pure Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 400.

War Scout Underarmor: Underarmor designed for the war with Marley. Grants extreme resistance to bullet type damage. Base: 200 defense.

War Scout Armor: Armor designed for the war with Marley. Grants resistance to bludgeon, pierce, martial, claw and bite damage. Base 300 defense.

Elite Scout Cloak: +20 avoid. A cloak designed to serve the scouts in their war with Marley. Grants resistance to air, explosion, blade, and fire damage. Base: 100 defense. 

Elite ODM: +5 speed. Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility, fine tuned to the highest degree. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 5 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Uponing utilizing the movement boost, the character will also receive +30 avoid for the remainder for their turn. Only characters who recieved training with this gear in their own world will be able to use it.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Devilish Destruction Charm

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.

4-Poms of Power (Fire, Air)

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.

Gold Casing

12-Air Gem+Plate

12-Fire Gem+Plate

12-Explosion Gem+Plate


Abilities:

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. These abilities 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: 4 pg

E.M.A.: A bond shared by three friends whose world was shattered on that day. Forged by fire, the three friends share a deep loyalty. If Eren, Mikasa, and Armin all share a similar cause and are within 10 spaces of each other (all three must be within this ten space range), then they will recieve powerful boosts.
Eren: 50% improvement to all Anger based abilities.
Mikasa: 50% boost to total damage. +15 speed.
Armin: 50% boost to all emotion manipulating and strategist abilities. Allows Strategst III to function as Strategist I against foes who are normally immune to the ability.
Costs: 5 pg

Intimidate: Fear type ability. When this character first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 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

Colossal Titan Shift: This character may transform itself into a titan. This makes it a Titanic size, and it will multiply the character's total attack might x 3. Unlike most titan shifts, this will not increase the movement of the character. 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%. When this character shifts into a Titan, the energy released is extremely dangerous. When this character shifts into a titan, it will unleash an AoE that reaches all enemies within 5 range. This attack cannot be dodged, and it will not be countered. This explosive bast has a base 200 fire/explosion/air type might. This unit may only shift into a Titan once per battle. Costs: 10 pg

Steam Blast: Signature Ability. This character may release a blast of extremely hot steam. This will give fire/air type damage and has a base 50 might. This steam is a 2 AoE, and it works like a terrain. Any character who starts their turn in this steam, or is in the AoE range when this attacked is used to attack or counter, will take damage, and the damage will ignore defense and avoid regardless of evasion abilities. All characters struck by the blast, but not all characters who start too close to the Titan, will be able to counter. While this character is generating this steal field, its movement speed will be reduced by 2, and it will be unable to use martial attacks to counter foes. This character may use this steam blast rather than attacking as many times as it wants. While the steam blast is present, no solid projectiles (or whip-like weapons) may strike this character except for ones that are unusually large (massive boulders and other objects of massive weight). This steam blast will reflect all solid or semi-solid projectiles. Moving through this steam will cost a foe 3 movement points, making the titan extremely hard to approach. Moving through the steam will give the steam damage immediately. 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

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

Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

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) Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

(TBA) Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

(TBA) Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg

(TBA) 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

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

(TBA) Enrange: This character may stoke the anger of his allies. If the character has an anger-based ability or status, this ability will improve that anger ability by 25% for the next three turns. Costs: 3 pg

(TBA) War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three 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

(TBA) Plead: This character may select a foe within 3 range and plead with them to stop fighting. This does not impact all characters. Most characters will suffer a 25% attack debuff for 3 turns, but deeply nobel or empathetic characters, or characters who are emotionally close to the pleading character, may suffer a 50% attack reduction. Costs: 3 pg

(TBA) Warn (II): This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 (45) points until the end of the enemy phase. Costs: 4 pg

(TBA) Weep: This character may weep deeply upon seeing a close ally fall. Doing this will cause some foes within 1 range to suffer a 50% attack debuff for three turns. This must be done without moving on the same turn the ally falls. Many foes are not impacted by this ability. Costs: 2 pg

(TBA) Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

(TBA) 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

(TBA) Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg

(TBA) 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

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

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

(TBA) 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. (0) Costs: 4 pg

(TBA) Titan killer: When attacking a unit who is size class Large or bigger, this unit will add 30% to their damage output. Costs: 2 pg

(TBA) Sasageyo: Scout exclusive ability. This character risks their lives for the sake of humanities future. For every evasion point this character acquires from ability, terrain, items, or speed boosts, they will add that number to their base attack stat. Costs: 3 pg

(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once per weapon they have. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto space it was thrown onto in order to retrieve it. Costs: 2 pg

(TBA) Cleave: The unit may try and instant kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Supreme 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: 5 pg

(TBA) Yanking Combat: If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg

(TBA) 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

Weakness: Mild fire and air weakness. Immune to strategist.

Caps:
HP: Small (Now Titanic)
Attack: 100 (Now 1100)
Defense: 100  (Now 1100)
Speed: 125 (Now 110)
Skill: 140 (Now 160)
Move: 6

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