Thursday, March 30, 2023

Anton Chigurh






Anton Chigurh: Level 87
HP: 1,377,600 (4,132,800) (9,918,720) (12,894,336) (17,407,354) (27,851,766 Heart and Soul) (36,207,295 Rune Arc)
Attack: 26,200
5GM Marksman: 1,000
5GM Knife: 1,000
Shotguns: 1,000 (27,200) (28,200) (56,400) (112,800) (152,280) (456,840) (2,284,200) (3,426,300) (6,852,600) (10,278,900)
Combat Shotgun Heavy Slug: 500 (26,700) (27,700) (55,400) (110,800) (149,580) (448,740) (2,243,700) (3,365,550) (6,731,100) (10,096,650)
Project Combat Shotgun Heavy Slug: 1,000 (1,500) (27,700) (28,700) (57,400) (114,800) (154,980) (464,940) (2,324,700) (3,487,050) (6,974,100) (10,461,150)
Flintlock Pistol: 400 (26,600) (27,600) (55,200) (110,400) (149,040) (447,120) (2,235,600) (3,353,400) (10,060,200)
The Knife: 1,000 (27,200) (28,200) (56,400) (112,800) (136,080) (152,280) (761,400) (1,522,800) (2,284,200) 
Silenced Shotgun: 4,500 (30,700) (31,700) (63,400) (126,800) (171,180) (513,540) (2,567,700) (3,851,550) (7,703,200) (11,554,650)
(TBA) Cattle Gun: 1,000 (15,200) (16,200) () () () () () ()
Defense: 18,200 (36,400) (109,200) (218,400) (327,600) (1,146,600) (2,866,500)
5GM Armor: 1,000
Anton's Dark Garb: 500 (1,500) (110,700) 
Death's Cloak: 400 (111,100) (222,200) (333,300) (1,166,550) (2,916,375)
5GM Shield: 1,000
Speed: 310 (+15 (40) avoid in the dark)
Skill: 370 (380) (+45 SWS) (+20 against target) 
Move: 7 (9) (12)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

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 dropped at death.

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

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Lobo's Ancient Beast Heart: This fearsome heart will boost the damage of Beast-type attacks by 30%. This boost will be applied to anyone using Ferocity as that causes all attacks to be considered "Beast". This heart will also grant access to Paralyzing Howl if a character pays levels for it. This heart boosts the HP of any beast holding it by 30%. This HP boost may stack additively with other Ancient Beast Hearts, but the damage boost will cap at 30%. This item rarely drops and is impossible to steal.  

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

Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits. 

Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.

Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% 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. 

2-Heavy Weapon Seal: An Elite Weapon Seal. This weapon seal will add 100% to the damage buff granted by the ability Heavy Blow (II) or (III). 

10-MP Anti Personelle Shotgun: +50 hit at 2 (3) or more range. This weapon is extremely devastating, but may only be fired once per turn, and upon firing the weapon is empty and must be replaced. This weapon deals 50% more damage if fired at 1 range. This weapon has a base 1,000 bullet type damage. 

Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 
(3) range.

Project Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 (3) range. This shotgun deals 50% more damage at 1 range. Base might 500 (1,000). Unless the character using this weapon has inhuman strength, they will lose 10% of their HP after firing it.

Advanced Flintlock Pistol++: This weapon may only strike once when attacking. This weapon will deal 50% more damage when it vantages the foe. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-2 (3) range. Base 200 (400) bullet-type might.

Real Knife++: A savage weapon. Always attacks twice. If the enemy has a status, the knife doubles its base damage. Deals triple damage to monster type characters. Base might 500 (1000) blade type damage.

Silenced Shotgun+++: Anton Chigurh signature weapon. This shotgun deals double damage when used at one range. When used at 2 or more range it gains +50 hit. This weapon may only fire once, but deals double damage when initiating the attack. This weapon is silent and stealthy. It will reduce the enemy perception of this character by 2 spaces. In its final state, this weapon deals 50% more damage to the target of the ability Inescapable Death. Base 1500 (4500) bullet type might. 1-2 (3) range.

Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat. 

10-Heavy Slug: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 500 extra damage to whatever weapon it is being fired from. This bullet has a 50% (65%)
 (80%) chance to flinch an enemy if it strikes them during a vantage hit.

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Anton’s Dark Garb: Tailored armor. This armor set will cause Anton to ignore the ability “Take The Hit” and other similar rescue mechanics when he is attacking the target of the ability “Inescapable Death”. This armor also grants +20 skill vs that target. Grants resistance to sonic, air, absorb, and bite. Base 500 defense.

Death's Cloak: A black cloak worn by Death itself. This cloak is impossible to destroy and offers 400 base defense. It also grants extreme resistance to fire, light, energy and magic type attacks.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.

Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50% (60%). They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item. 

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

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

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character. 

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Exposed Nerve Coil Ring: This item will cause the holder to treat resistances to pain statuses as if they were one tier lower. This item is very hard to steal.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind-controlling abilities activating against this character.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

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.

Strikebreaker: A small piece of cloth with a lightning aesthetic. This item will cause the character to take 10% less damage if they are only struck once by the foe.

Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

Heartseaker Rose: A beautiful and fragile rose. Causes the user to take 10% less damage from counter-attacking foes. Also causes abilities like Vengeance, Bide, Counter, and Counter magic to be half as effective.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

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.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost or stolen.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item 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, and backstabs.

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

Slumbering Dragoncrest Ring: This character can become completely silent. Reduces enemy perception by one. Some foes are more impacted.

Obscuring Ring: Reduces enemy visual perception by 2.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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.

Penance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Roger's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

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.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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.

Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

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.

4-Mako Heart: Heals 5% of HP at the start of each turn. You may carry four. This item cannot in be used in tandem with Erd Tree Sap.

Mortal’s Clinging Ring: This ring may grant the ability “Cling To Life” to a human character for free. However, the human cannot have the ability Steadfast available to them or any other generic life-saving ability unlocked. This item is easily lost or stolen.

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Ancestor’s Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly. 

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.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Pure Stone

Golden Casing+Bullet Plate

Pierce Stone+Pierce Plate

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

Heavy Duty Boots: Permanent +1 Move. Stacks with Boots. Allows the wearer to ignore all movement debuffs from terrain (except Sticky Web)

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

10-Concealment Serum: This consumable may be used to reapply the ability "Conceal Presence" after a character has been revealed in battle. A character cannot conceal

Abilities:

"What's the most you ever lost on a coin toss?" (II+Needled): Signature ability. Before engaging an organic foe, Anton may flip a coin. He will demand the foe "Call it". If the foe wins the coin toss, Anton Chigur can no longer damage them for the remainder of the battle. Nor can he induce statuses on that foe. This coin toss cannot be modified or rerolled. If the foe loses the coin toss or refuses to play, Anton will increase his total damage against that foe by 400% (500%) (520%). He will also increase his Skill vs that foe by 50 (60). If the foe loses the coin toss they have a 50% (100%) chance to be stunned from fear and miss their next turn. They will also suffer -30 avoid/skill vs Anton for the next 4 turns. Costs: 10 pg

Critical Hit: Once (twice) 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. The foe will not counter after being struck by this attack. Costs: 5 pg

Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg

Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% (100%) of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

Inescapable Death: An ability available to the embodiment of death. This character may choose a foe as soon as they begin a battle. After choosing that foe, this character may always warp to their side and attack them once every three turns. This ability ignores Gravity and other teleporting conditions. Costs 5 pg

Outmaneuver: Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg

Rapid Fire Arm Switch: This character may choose to switch the firearm 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

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 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 to that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much (%) (+10%). 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 tripling 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

Lone Wolf: If this unit is not within 10 spaces of any ally units, it will add 25% (35%) to the total damage of all its attacks. Costs: 2 pg

Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (10%) (20%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Heavy Blow (II): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 50% (100%). Costs: 8 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

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

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.
If the character strikes an enemy, they will boost their skill stat by 5.
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 (Medallion)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Ring)

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg (ring)

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Ring)

Steady Gunner: This unit uses a single heavy gun. Rather than dual wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: 5 pg or GM in Marksman. 

(TBA) Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 3 pg

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

(TBA) Sadist: If this character watches someone suffer, they will boost their total damage by 25% (35%) for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg

(TBA) Lone Wolf (II): If this unit is not within 10 spaces of any ally units, it will add 50% (70%) to the total damage of all its attacks. Costs: 4 pg

(TBA) Relish Fear: Fear statuses and debuffs will trigger the ability Sadist on this character. This will count as a separate buff, but the ability Sadist must be unlocked. Costs: 1 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (60) avoid. Costs: 4 pg

(TBA) "What's the most you ever lost on a coin toss?": Signature ability. Before engaging an organic foe, Anton may flip a coin. He will demand the foe "Call it". If the foe wins the coin toss, Anton Chigur can no longer damage them for the remainder of the battle. Nor can he induce statuses on that foe. This coin toss cannot be modified or rerolled. If the foe loses the coin toss or refuses to play, Anton will increase his total damage against that foe by 400%. 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) 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

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg

(TBA) Skilled Shot: This skill has a 70% chance to activate. It will add 2 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: 4 pg

(TBA) 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

(TBA) Skilled Shot (III): This skill has a 75% 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. Costs: 16 pg

(TBA) 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

(TBA) Cattle Gun: Anton Chigurh signature ability. A tool of harvest. -30 hit. This weapon is treated as a knife but deals pure pierce damage. This Cattle gun may only ever strike once. If the foe does not anticipate this weapon, it will gain +40 skill rather than the normal -30 hit debuff. This weapon deals triple damage and ignores all evasion and parry abilities when used against foes who have their movement currently locked to one space (this does not include stun, flinch, freeze, sleep, or statuses similar to certification) or are mentally incapacitated. This weapon can trigger the ability Head Shot. This weapon always breaks two barriers when it strikes the foe and has the unusual ability to break open locked doors or chests instantly when used on them. Base 1000 pierce type might. Costs: 4 pg

(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating 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 double the damage of normal attacks from any ranged weapon used by the chartacter. 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) For I Alone: This character acts for themself and no one else. They have no connections, bonds, or care for any other soul. This character will boost their activation chances by 20% if they are more than two range from any ally unit. Costs: 2 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) 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) 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 -15 Hit.
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) 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) 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) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

(TBA) 
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

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

Character type: Marksman, Stealth, Assassin

Weakness: Weak to ramming abilities. Anton cannot gain ally boosts. Extremely resists pain and fear. Resists debuffs.

Caps:
HP: High
Attack: 300
Defense: 300
Speed: 125
Skill: 185
Move: 6

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