Thursday, January 6, 2022

Mobster






Mobster: Level 57
HP: 98,400 (196,800 Draught of Life+1UP)
Attack: 800
GM Marksman: 200 (400)
Uzi: 800 (1600) (2000) (4000) (8000) (24000) (98,400)
Elite Sniper Rifle: 2400 (3200) (3600) (7,200) (14,400) (43,200) (177,120)
Defense: 550
5M Armor: 80
Mobster Suitcoat: 300 (850) (930)
Mobster Overcoat: 150 (1080)
Speed: 155 (-5)
Skill: 205 (-20 to -45) (+10)
Move: 6


Items:

2-Uzi++: A small, handheld machine gun. -20 skill. This weapon will always strike double the amount of normal times, including on counter-attacks. 1-2 (4) range. Base 400 (800) bullet-type might.

Elite Sniper Rifle++: +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 2,400 bullet-type might.

1-Molatave Cocktail: This item may be cast before attacking. 1-2 range. This will light the space it strikes on fire. It has a 100% burn chance for any character standing on the tile when it is targeted. The initial burst of flame also has very high wear. 

1-Big Cigar: Consumable. This item may be used before attacking by a character. The feeling of "coolness" grants some units +40 skill for that engagement. However, using this item will reduce the HP cap of the character by 5% for the rest of the battle. 

Mobster Suitcoat: This coat grants resistance to weather and temperature-based debuffs. It is rather frail. Grants resistance to blade, water, fire, and ice type damage. Base 300 defense.

Mobster Overcoat: This coat grants resistance to bullet, martial, pierce, and psychic. It is very frail for armor. Base 150 defense

Pure Stone

Golden Casing+Bullet Plate


Abilities:

Mobsters: All units with this ability may move within attacking range of a single foe. Upon doing so, they may trigger an ability similar to "Mob", in that all the attack damages will be added into a single attack and defended against only once. However, unlike Mob, this ability does not force each character to only strike once; multi-hitting weapons or high speed may allow a unit to add many attacks into the one large sum. This ability is impossible to dodge and boasts an additional +40 hit. Costs: 20 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. (2.05x) (4.1x) Costs: 4 pg

Fire-Arm Mastery: This unit has mastered the Fire Arm. 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

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

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

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

Swarm: Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 point boost to their hit. Costs 3 pg

Reckless attacker: If this unit has less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg

Dual Gunner: 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: Marksman, Thief

Weakness: Weak to martial damage. 

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