Monday, October 4, 2021

Joshua Graham






The Malpais Legate: Level 76
HP: 420,000 (840,000 Viscera) (1,680,000 Mako) (2,520,000 Heart+Soul)
Attack: 6,000
5GM Marksman: 1,000 (2,000) (4,000)
5GM Energy: 1,000 
Light Shining in Darkness: 2,100 (2,400) (8,400) (9,400) (28,200) (56,400) (62,040) (186,120) (930,600)
Defense: 6,000
5GM Armor: 1,000
Mark ML-13: 500 (6,500) (7,500)
5GM Shield: 1,000
Stark Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {73,500}
Stark Energy Shield: 200 (1,200) (2,200) (16,500) (33,000) (66,000) {139,500}
Elite Energy Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {202,500}
Elite Energy Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) {265,500}
Speed: 258 (278) (283) (288 at range)
Skill: 320 (330) (340) (380) (415) (430 at range)
Move: 7 (8) (10 Flying-type)



Items: 

A Light Shining in Darkness+++: +20 Speed. 1-3 (5) range. A unique .45 Auto pistol with a shortened barrel. It features a custom skeletonized hammer and trigger and a snake-skin grip, along with the etched Greek text "καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει" on the right side and "καὶ ἡ σκοτία αὐτὸ οὐ κατέλαβεν" on the left side, which translates as "And the light shineth in darkness and the darkness comprehended it not." This firearm increases base “Critical Odds” activation chance by 10% and will triple the damage of Critical hits when it is the weapon used (if used with “Way of the Canaanite”). Base 700 (2,100) Bullet-type damage.

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

Mark ML-13 Ironman Armor: +5 Speed; +10 Skill. A suit designed by Tony Stark for Joshua Graham. This suit offers resistance to Energy, Sonic, and Explosion-type damage and defends against Magic and Psychic. This suit also grants resistance to Radiation and the Radiation status. The suit is also extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. Grants +2 Flying-type movement. The suite boasts base 500 defense and also comes equipped with energy shields that offer base 200 defense when being attacked and are boosted by energy and shield skills and item boosts. The suit can be disabled by EMP type attacks, but will reboot fairly quickly (usually within 2-4 turns). This suit is designed with an internal homeostatic regulator, allowing its wearer to maintain their health. This allows Graham to not be damaged by his immolation damage.

Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the Skill of the character using it by +40.

Assassin's Crimson Dagger Ring: Performing Critical Hits, Backstabs, Parry-Reposts, or Ambushes will heal this character 40% of their total HP. This ring is easily lost or stolen.

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Ancestor’s Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to all panic building for this character. 

Ancestor’s Pistol: This ancient pistol will cause this character to increase its Speed by +5 and its Skill by +15 when using ranged attacks. Holding this object causes a 5% more panic build.

Pure Stone

Bullet Plate + Gold Casing

12 Energy Gems+Plate


Abilities: 

We Can’t Expect God to Do All of the Work: This character is on a mission to purge the world of the vile filth that has settled upon it. Foes cannot use Miracle, Divine Protection, Renewal, Pray or Rend Heaven if Joshua Graham is on the map and opposes them. However, foes who are truly pure of heart may still use these abilities, but they may never trigger them in an engagement with Joshua. Costs: 5 pg

The Way of the Canaanite: Joshua Graham Signature Ability. This unit, if using a pistol, will double their chances of activating “Critical Odds”, as well as dealing an extra 50% of damage; however, all attacks will deal 50% damage unless it triggers “Critical Odds” or “Critical Hit”, even if using a pistol. Costs: 5 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering (except other critical hits). This ability causes every attack to have a 10% (20%) (28%) (48%) (96%) chance to deal 3x damage. Costs: 5 pg 

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

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% (70%) chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs:  5 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 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

Skilled Shot (III): This skill has a 75% (95%) chance to activate. It will add 9 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 damage is improved by damage multipliers and boosts (x66; x1337 crit). Costs: 16 pg

Sniper Shot (II): This character's ranged attacks add +2 to their total range. Costs: 4 pg

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 double the damage of this unit, or reducing it to zero. This ability is always active, even when other activatable abilities are used. Costs: 5 pg

Firearm Mastery: This unit has mastered the Fire Arms. 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

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. Costs: 4 pg

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

(TBA) Charred Flesh. This character's flesh is deeply charred, making them immune to pain statuses, as well as granting resistance to pierce, blade, and bullet type damage. This will also prevent this character from taking autodamage from using too many flame-boosting items. Costs: 7 pg

(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 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: 4 pg

(TBA) Ranged 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. Costs: 5 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) Strategist (II): This unit may choose two first level abilities or one second level ability held by an enemy unit within 10 spaces. This ability 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: 8 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


Character Type: Marksman, Sniper

[Resists: Sonic, Explosion, Energy, Critical Hits, Parry-Riposte, Backstab, Perfect Strike,
Neutral: Radiation]

Weakness: Weak to Taunt. Extreme weakness to radiation. Resist Fire and Poison, as well as Burn and Poison status. Resist Fear. Healing is 50% effective. This character is grievously scarred from immolation and is incurable. At the start of each turn they will lose 10% of their HP. This cannot kill the character, but it can bring them to 1HP.

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

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