Mikasa Ackerman: Level 46
HP: 43,200 (56,204 Seraph Robe)
Attack: 184
5M Sword: 80
1 Marksman: 5
5M Explosion: 80
Pure Titan Blade: 800 (984) (1,144) (2,288) (2,576) (16,016) (48,048)
Thunder spear: 3,000 (3,184) (3,264) (17,952) (53,856)
Defense: 92
5M Armor: 80
War Scout Underarmor: 200 (292)
War Scout Armor: 300 (592)
Elite Scout Cloak: 100 (692)
Speed: 129 (134) (-5) (+20 avoid)
Skill: 129 (-5)
Move: 5 (10)
Items:
8- Pure Titan Blade++: These weapons are extremely sharp, doubling their chance to activate cleave. However, they break after ten attacks. Might 800.
Elite Thunder Spear Launcher: This weapon will allow this character to launch up to 4 thunder spears in one attack, allowing for an utterly devastating attack. However, only 8 Thunder Spears can ever be carried by a character.
8-Thunder Spears: 1-2 range. These massive explosive spears completely ignore defense and deal massive damage to armor. They may only ever be used once, and if used from one range, they will deal damage to the unit using them equal to 30% of the damage dealt to the foe. Base 3000 pierce/explosion type damage. These weapons may recieve explosion proficiency despite being dual typing.
8-Thunder Spears: 1-2 range. These massive explosive spears completely ignore defense and deal massive damage to armor. They may only ever be used once, and if used from one range, they will deal damage to the unit using them equal to 30% of the damage dealt to the foe. Base 3000 pierce/explosion type damage. These weapons may recieve explosion proficiency despite being dual typing.
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.
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.
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.
Blade Plate: Boosts blade type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
10-Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
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 (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its 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 the protected character 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. Costs: 5 pg
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
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
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. (1.75x) (3.5x) 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. (1.75x) (3.5x) Costs: 4 pg
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
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) Ackerman Instinct: Ackerman exclusive ability. Three times in a battle, this character will be filled by an incredible sense of strength and purpose. This will allow them to add 20% to any roll, as well as 25% to the total damage of their attack on that turn. Costs: 4 pg
(TBA) Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. 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) Ackerman Instinct (II): Ackerman exclusive ability. Three (five) times in a battle, this character will be filled by an incredible sense of strength and purpose. This will allow them to add 25% to any roll, as well as 50% to the total damage of their attack on that turn. Costs: 8 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.
(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) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 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) 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) 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) Ackerman Instinct (II): Ackerman exclusive ability. Three (five) times in a battle, this character will be filled by an incredible sense of strength and purpose. This will allow them to add 25% to any roll, as well as 50% to the total damage of their attack on that turn. Costs: 8 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) 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 martial weakness. Immune to attack and speed downing debuffs.
Cap:
HP: Small
Attack: 200
Defense: 100
Speed: 140
Skill: 140
Move: 6
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