HP: 270,000
Attack: 7,500
5GM Marksman: 1,000 (2,000) (4,000)
5GM Martial: 1,000
5GM Energy: 1,000
5GM Explosion: 1,000
5GM Fire: 1,000
5GM Light: 1,000
Marksman Revolver: 500 (8,000) (12,000) (24,000) (48,000) (144,000) (720,000)
Defense: 7,000
5GM Armor: 1,000
5GM Shield: 1,000
Speed: 285 (295) (300) (305) (+5 ranged)
Avoid: 305 (335) (375) (385) (405) (430) (+30 w/swinging) (+15 ranged)Skill: 300 (330) (370) (380) (415) (+15 ranged) (+40 hit)
Move: 11 (12) (13) (15 (17) Swinging)
Items:
Marksman Revolver (Sealed): "The Spare Change in my Back Pocket." Base 500 Bullet-type damage.
>Sniping Weapon Seal
>Honed Weapon Seal
Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense-boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.
Ancestor's Pistol: This ancient pistol will cause this character to increase its Speed by +5 and Skill by +15 when using ranged attacks. Holding this object causes a 5% Panic build at the start of every turn in battle.
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 (other) turns.
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.
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.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). 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, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
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 by 15%.
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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2.
Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.
Kinetic Repulsion Generator: This unusual piece of technology will allow a vehicle to take half damage from throws. This item requires a very large mech or vehicle to carry.
Pulsing Heart: This item prevents the use of a Crystal Heart. However, it will feed a character blood at the start of every turn, healing them by 10%. This counts as consuming blood and thus can be prevented by some abilities and may activate other abilities. The character must be a character who feeds on blood to use this item.
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.
Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.
Soulborg's Last Resort: A small, well-protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.
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.
Stark Tracking Overdriver: May be put into the joints of mechs or robots. Very fragile and breaks readily... and when broken is usually destroyed. +5 speed and +10 avoid.
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.
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.
Devilish Destruction Charm
Pure Stone
12- Fire Gems+Fire Plate
24- Day Pearls+Light Plate
12- Energy Gems+Energy Plate
12- Explosion Gems+Explosion Plate
Abilities:
V1: Signature ability. The V1 model is emotionless and efficient, if not somewhat fragile. This ability will boost the Avoid and Skill of this character by +30. Costs: 4 pg
Marksman Revolver (II): 1-2 (5) range. This character starts the battle with 4 (8) coins. This gun boasts 500 bullet-type might. Before initiating an attack with this revolver, this character may toss 1-4 coins. Rather than shooting the foe, this revolver may be used to shoot the coins which will then ricochet into the nearest foe. Each coin will try to target a different foe. These coins deal pure bullet damage but reduce the resistance to bullet damage by one-tier. These coins also boast 4 (7) range. These coins will deal triple the damage of a bullet strike. They may trigger Headshot, and if they do they will increase their damage by 50% (100%). However, striking these coins is difficult. Shooting them in a row in one turn becomes harder with each additional coin.
The first coin has 150 avoid.
The second has 300.
The third has 450.
The fourth has 600.
Any Hit rate that this character has above the avoid of the coin will be added as +0.5x extra hit vs the foe and extra %activation for the ability headshot triggering when using this coin. This weapon can be sealed with Elite Weapons Seals. Costs: 6 pg
Grapple Cord: This character may use a grappling line. This will grant access to the ability "Swing". This line may be used to steal the weapons of foes. This must be done instead of attacking. 1-2 (4) range. Whether the weapon is stolen will be determined by a roll. Both the grapple cord user and the character will roll and then add their current skill to the roll. Whoever rolls higher will win the engagement. If the cord user wins, the weapon will be pulled to their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them, but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain adds 30 to the roll of the foe. If the foe's weapon is a signature weapon, they will add 30 to their roll. If the foe has inhuman strength, they will add 30 to their roll. If either character is a larger size class, they will add 30 to their roll. This ability does calculate accuracy Costs: 5 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
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 double the damage of normal attacks from any ranged weapon used by the character. Costs: 5 pg
Run And Gun: If this character kills a foe with a fire arm type weapon, they may add 1 to their movement for the next three turns (or until this countdown is reset by the killing another foe). Each foe they kill will add an additional movement, adding up to 6 movement to this character. This only works with running-type movement characters. Costs: 3 pg
Sliding Movement: This mech is designed to slide rather than sprint. If moving in a straight line, it will boost its movement by 50%. If this unit moves in a straight line, it will also boost its total avoid by +5 for each space it moved until the start of its next turn. Costs: 5 pg
Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 (5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 pg (Ability)
Skilled Shot (III): This skill has a 75% chance to activate. It will add 9x 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
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
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.
Way of the Fist And Firearm: -10 speed/skill. This unit may attack with their martial attacks and their firearm simultaneously. This will function similarly to dual wield. Costs: 5 pg or GM in Marksman and Martial.
(TBA) Blood is Fuel: This mech uses blood as fuel. If it kills a foe who has blood, it will immediately heal 20% of its HP. Although this character is a mech, it may consume blood-based items. If it consumes a blood-based item, such as a blood vial, it will heal twice as much as most other units. If this character starts a turn adjacent to a bleeding character, it will heal 20% of its HP. Costs: 7 pg
(TBA) Pump Shotgun: 1-2 (4) range. This weapon must be held with two hands. Base 1000 bullet type might. At one range this weapon deals double damage. At 2 or more range it gains +50 hit. Rather than shooting this weapon, the holder may take a turn to pump the weapon. This weapon may store these pumps indefinitely until the weapon is fired. A single pump increases the damage of the weapon by 100%. A second pump boosts the damage by 200%. If the weapon is pumped a third time, the holder will immediately lose 50% of their HP. However, this final pump will unleash a massive explosion that will deal 400% the regular attack damage of this weapon and is a 2 range AoE. The AoE also changes the damage type from pure bullet to pure explosion type damage. This weapon can be sealed with Elite Weapons Seals. Costs: 5 pg
(TBA) Screwdriver Railcannon: 5 (7) range in a straight line. This weapon must be held by two hands. This weapon will only strike once. However, it deals double damage when initiating. This weapon will leave a screw in the foe which will induce a single bleed status at the start of each turn. It will also deal the base might of this weapon at the start of each turn, ignoring defense. A foe may only have one of these screws in them at a time. Base 500 pierce-type damage. This weapon can be sealed with Elite Weapons Seals. Costs: 4 pg
(TBA) Attractor Nailgun: -20 speed. 1-3 (5) range. This weapon functions as a Gatling gun, always striking 4 times the normal number of attacks. This weapon cannot counter. This weapon must be held with two hands. The nails this weapon fires will stick into foes. A foe must take its turn to remove these nails. On any turn after firing nails into foe(s), this character may take their turn to recall all the nails. They will fly back to this character in the shortest path possible. If there is a foe in the way, the foe will be struck in the back by the nails. The nails will deal 50% of their normal damage but they will ignore barriers. This weapon boasts 400 pierce-type might. This weapon can be sealed with Elite Weapons Seals. Costs: 4 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 double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) 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
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
(TBA) Feedback Arm: This unique fist may parry almost any type of attack. This fist must be equipped. If this unit has higher skill than the attacking foe, this unit has a 20% chance to parry the attack. This will immediately stop the attacks of the foe, and will allow this character to deal 30% extra damage with its counter-attacks vs the parried foe. This parry may also reflect solid projectiles, launching them back at the foe and causing them to deal double damage. A successful parry will also heal this unit 100%. Committing to a parry and failing will cause this character to take 30% more damage. Costs: 6 pg
(TBA) Knucklebuster Arm: This powerful fist may strike a foe and blast them back 2 spaces. This will always blast the foe back and only ever strike once. This fist boasts 1000 Martial/Fire/Energy/Explosion type might. If used to initiate the attack, this fist deals double damage. Costs: 4 pg
(TBA) Piercer Revolver: This weapon has 1-2 range. If the holder of this weapon takes a turn to charge, then this weapon will only strike once. However, it will gain +2 range and strike all foes in a straight line. This single shot will also deal double damage. Base 300 bullet/energy type might. This weapon can be sealed with Elite or Savage Weapon Seals. Costs: 2 pg
(TBA) Marksman Revolver: 1-2 range. This character starts the battle with 4 coins. This gun boasts 500 bullet-type might. Before initiating an attack with this revolver, this character may toss 1-4 coins. Rather than shooting the foe, this revolver may be used to shoot the coins which will then ricochet into the nearest foe. Each coin will try to target a different foe. These coins deal pure bullet damage but reduce the resistance to bullet damage by one-tier. These coins also boast 4 range. These coins will deal double the damage of a bullet strike. They may trigger Headshot, and if they do they will increase their damage by 50%. However, striking these coins is difficult. Shooting them in a row in one turn becomes harder with each additional coin.
The first coin has 150 avoid.
The second has 300.
The third has 450.
The fourth has 600.
Any Hit rate that this character has above the avoid of the coin will be added as +0.25x extra hit vs the foe and extra %activation for the ability headshot triggering when using this coin. This weapon can be sealed with Elite Weapons Seals. Costs: 3 pg
(TBA) Core Eject Shotgun: 1-2 range. This weapon must be held with two hands. Base 1000 bullet type might. At one range this weapon deals double damage. At 2 or more range it gains +50 hit. This shotgun may also be used to launch an explosive core rather than a normal shot. This core may be shot up to 3 range and will explode in a 2 range AoE if it strikes a foe. This AoE boasts 500 Energy/Explosion/Light-type might. This AoE may trigger Blast Back on this character and all foes who are struck by it. If the core does not strike a foe it will stay on the map. If the core is shot by the Malicious Railcannon weapon it will increase the range of the AoE to 5, change the AoE to include Radiation type damage and give the explosion a 50% chance to induce a radiation status on foes. This weapon can be sealed with Elite Weapons Seals. Costs: 5 pg
(TBA) Overheat Nailgun: -20 speed. 1-3 range. This weapon functions as a Gatling gun, always striking 4 times the normal number of attacks. This weapon cannot counter. This weapon must be held with two hands. Equipping this weapon will immediately trigger the ability Overheat, regardless of whether the character has the ability. Unequipping this weapon will immediately deactivate Overheat. This weapon boasts 400 pierce/fire-type might. This weapon can be sealed with Savage or Elite Weapons Seals. Costs: 6 pg
(TBA) Electric Railcannon: 5 range in a straight line. This weapon must be held by two hands. This weapon will only strike once. However, it deals double damage when initiating. This weapon has a 40% chance to cause a foe to flinch. It can flinch mechs. Base 500 lightning-type damage. This weapon can be sealed with Elite Weapons Seals. Costs: 4 pg
(TBA) Malicious Railcannon: 5 range in a straight line. This weapon must be held by two hands. This weapon will only strike once. However, it deals double damage when initiating. This weapon deals 50% extra damage to Non-unique foes. When this beam strikes a foe, it will release a 1 range AoE. This AoE boasts 500 base might and is Fire/Energy/Light/Explosion type damage. Base 500 Energy-type damage. This weapon can be sealed with Elite Weapons Seals. Costs: 4 pg
(TBA) Freeze Frame Rocket Launcher: 1-4 range. This weapon ignores stealthy flier, teleport dodge, dodge roll, and any other auto-dodge ability. This weapon must be held by two hands. 1000 base explosion-type might. If this weapon is shot and does not strike a foe, a single missile may be frozen in place and left as a mine on the map. If a foe walks into the tile with this missile, it will detonate and release a 2 range AoE that deals the same damage as the base damage of this weapon. This weapon can be sealed with Elite Weapons Seals. Costs: 5 pg
(TBA) Gunbreaker: This character gains +50 skill/avoid vs foes who are using guns. This is restricted to bullet-type guns and does not apply to all fire-arm-type weapons. Costs: 5 pg
(TBA) Gunbreaker (II): This character gains +100 skill/avoid vs foes who are using guns. This is restricted to bullet-type guns and does not apply to all fire-arm-type weapons. Costs: 10 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
Character Type: Speed, Marksman, Mech
Weakness: Weak to body type damage. Abilities that clot blood will cause this character to miss its next turn and lose 50% of its HP. Despite being a mech, this character can bleed. Resists Blood damage. As a mech, this unit is immune to emotion-based statuses and debuffs. It is also immune to poison, sleep, or pain statuses.
Caps:
HP: Very Low
Attack: 600
Defense: 100
Speed: 150
Skill: 165
Move: 10
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