Saturday, August 28, 2021

Sasha Braus






War Bow Titan: Level 80
HP: 756,000 (1,512,000) (3,024,000) (6,048,000) (9,072,000 Heart and Soul) (10,886,400 Rune Arc)
Attack: 10,000
5GM Marksman: 1,000
5GM Sword: 1,000
5GM Hammer: 1,000
1M Whip: 40
5GM Explosion: 1,000
War Hammer Titan Crossbow: 2,000 (12,000) (13,000) (26,000) (52,000) (260,000) (975,000)
War Hammer Titan Sniping Bow: 3,000 (13,000) (14,000) (28,000) (56,000) (280,000) (1,050,000)
War Hammer Titan Sword: 2,000 (12,000) (13,000) (26,000) (52,000) (260,000) (975,000)
War Hammer Titan Hammer: 3,000 (13,000) (14,000) (28,000) (56,000) (280,000) (1,050,000)
War Hammer Titan Whip: 60 (10,060) (10,100) (20,200) (40,400) (202,000) (757,500)
Elite Sniper Rifle: 2,400 (12,400) (13,400) (26,800) (53,600) (268,000)
Elite Sniper Rifle: 2,400 (2,900) (12,900) (13,900) (14,900) (119,200) (134,100) (268,200) (536,400) (804,600)
Defense: 10,000 (20,000)
5GM Armor: 1,000
War Scout Underarmor: 500 (1,500) (21,500)
War Scout Armor: 300 (21,800)
Elite War Scout Cloak: 100 (21,900) (38,325)
5GM Shield: 1,000
Speed: 278 (283) (+25 avoid) (+20 avoid) (+30 avoid)
Skill: 340 (+45)
Move: 7 (8) (13) (11)


Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

Blessing of Ymir: This incredibly rare item is nearly impossible to steal. It will boost the HP of any Eldian Shifter who is holding it by 100%. It will boost the HP of an Eldian of royal blood who is also a Titan by 200%. 

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.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

2-Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.

2-Elite Sniper Rifle++: +10 (45) skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 (3-5) range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 range. Base 1,200 (2,400) bullet-type might.

Elite Sniper Rifle++ (Sealed): +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (5) range. Base 1,200 (2400) bullet-type might. This weapon deals 50% more damage when initiating the attack.

Savage Explosion Weapon Seal: This noval item may boost the damage of a melee weapon that is marksman/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle. 

20-Anti-Scalecloak Exploding Rounds: If a foe has been inflicted with radiation poisoning, the total might of these bullets will be tripled. They are specially designed to end the life of rapidly regenerating characters. These bullets deal huge damage to shields and barriers. Base 500 explosion/bullet type damage.

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.

Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).

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.

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.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. 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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

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.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

Dark Stoneplate Ring: This ring grants resistance to dark damage. It 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. 

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.

4-Pom of Power (Explosion): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Pure Stone

Twisted Stone+Whip Plate

Razor Stone+Blade Plate

Heavy Stone+Heavy Plate

Needle Stone+Needle Plate

Golden Casing+Bullet Plate

12-Bomb Badge

1-Air Gem

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them. 

Abilities:

Potato Girl (II): Signature ability. Sasha loves food. If she eats a consumable health item that is food, she will buff her total attack by 25% for that full turn as well as her speed and skill by 10. Costs: 2 pg

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 x3 (x3.75). This will give the character +3 (4) 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% (75%), 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 (4) 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.
Crossbow: -10 skill and speed at 1 range. 1-3 (4) range. This weapon will deal piece damage. The base might of this bow is 2x the Skill damage boost might.
Sniping Longbow: +20 Skill at 2 or more range. This weapon will only strike once. It also cannot be countered. However, it boasts a staggering 1-4 (6) range. The base might of the bow is 3x the current Skill damage boost Might.
Whip: Though this weapon is massive, it deals very little shield or armor wear. 1-2 (4) 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

Shelter: Humanoid ability. This character may take an adjacent ally and move themselves and that ally back two spaces. The direction moved will always be the opposite direction of where the ally is positioned compared to the character using Shelter. If this unit is on a mount, they may pull the ally onto the mount with them. The character must be the same size class. Inhuman strength will allow the character to move a character who is one size class larger than them. Costs: 1 pg

Crystal Impale: -30 hit. 1-2 (4) 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

Critical Hit: Once 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. Enemies will not counter if this attack strikes them. Costs: 5 pg

Piercing Shot: This character fires projectiles powerful enough to puncture straight through foes. This will allow this character to fire its range attacks in a straight line, striking all foes in that line. The number of times this character will be able to attack will be based on the speed of the fastest foe. Each foe will be able to dodge and counter separately. Costs: 4 pg

Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled on the first strike. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg

Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an 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. Costs: 5 pg

Skilled Shot (II): This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 8 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 (Cannot be used in Titan Form)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. 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

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

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

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

Sniper Shot (II): This character's ranged attacks add 1 (2) to their total range. Costs: 6 pg

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

(TBA) Merciless Hunter: This character shoots down foes from far outside their reach. If this character attacks a foe and the foe cannot counter attack due to range, this ability will buff the damage of the attack(s) by 20%. Costs: 2 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) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 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) Titan killer (II): When attacking a unit who is size class Large or bigger, this unit will add 30% (60%) to their damage output. Costs: 4 pg (Cannot be used in Titan Form)

(TBA) Skull Bash: This attack may only be used with a hammer or a club. This will cause the attack to only strike once, but the strike will deal double damage. The foe who is struck will lose 10% of their defense for every GM the attacker is in the weapon that is being used (Hammer or Club). This debuff lasts for 3 turns and can stack. Costs: 4 pg

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

(TBA) 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

(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 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) Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. 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 -10 skill.
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) Rapid Fire Arm Switch: This character may choose to switch the fire arm they have equipped even during the enemy phase. They may only do this once, but they may pick their weapon as soon as the enemy attacks them. They do not have to specify their pick. Costs: 2 pg

(TBA) Fire Arm Mastery: This unit has mastered the Fire Arms. This ability will double the marksman skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for marksman skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

(TBA) Food Lover: This unit heals twice as much from consumable food-based health items. Costs: 1 pg

(TBA) Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it the that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much. However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either triple the damage of this unit, or reducing it to zero. This ability is always active, even when other activateable abilities are used. Costs: 5 pg

(TBA) Potato Girl: Signature ability. Sasha loves food. If she eats a consumable health item that is food, she will buff her total attack by 25% for that full turn. Costs: 1 pg

(TBA) Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 pg

(TBA) 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

(TBA) 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

(TBA) 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

(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg

(TBA) Blinding Shot: 70% chance to activate. If the unit hits the target, they may try to activate this skill. If they succeed, the target drops 30 skill points, making them very inaccurate. This status lasts for two turns. Cost 3 pg

(TBA) Lethal Shot: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a marksman-class only ability. It is usually only able to be learned by snipers. This move may only be activated when attacking from a range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your skill is 1.5 x higher than the enemy, you have a 5% chance to instant kill them.
If your skill is 2 x higher than an enemy, you have a 10% chance to instant kill them.
If your skill is 2.5 x higher than the enemy, you have a 15% chance to instant kill them.
If your skill is 3 x higher than the enemy, you have a 25% chance to kill them.
Costs: 7 pg

(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 3 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 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) 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: Marksman, Melee, Speed

Weakness: Extreme bullet weakness. Extremely resist arrow damage

Caps:
HP: Small (High)
Attack: 100
Defense: 100
Speed: 128
Skill: 190
Move: 6

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