Jean: Level 17
HP: 2,280
Attack: 68
1 Sword: 5
1 Marksman: 5
1 Explosion: 5
Pure Titan Blade: 400 (468) (473) (946) (1419) (2,838)(3,548)
Defense: 34
Speed: 46 (56)
Skill: 46
Move: 5
Items:
8- Pure Titan Blade: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 400.
Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
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.
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.
1- Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Abilities:
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.
Proficiency: If this unit uses a single attack type, they may double that attack type's total damage. Costs: 6 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) First Class ODM: Signature ability. Jean is incredibly gifted in his use of ODM. When using ODM, he will gain an additional 10 avoid and 1 movement. Costs: 1 pg
(TBA) 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
(TBA) 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
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 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) 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) 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) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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) 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) 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
(TBA) Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 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) 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) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
(TBA) 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
(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) 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
Character Type: Melee, Speed
Weakness: Mild weakness to stunning abilities. Resists martial.
Cap:
HP: Small
Attack: 200
Defense: 100
Speed: 136
Skill: 136
Move: 6
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