Wednesday, April 8, 2026

Master Chief






John-117: Level 12

Stats Page (Please set up)

Move: 6 (8)


Items:
Long-Range Blaster Rifle: A weapon that may only strike once when attacking or counter-attacking. This exceptionally long-range sniping weapon has 1-5 range but only in a straight line. Base 400 energy/explosion/marksman type damage.

Scoped Elite Sniper Rifle+Barrel++: +40 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  range. Base 2,400 bullet-type might.

Quick-fire Pistol++: +10 speed. A pistol that is small and designed to be fired extremely quickly. 1-2 range. Base 800 bullet-type might.

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

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.

Mark MC-117 Armor (+Damage Negator): A suit designed by Tony Stark for Master Chief. +10 Speed/Skill. This suit offers immunity to Light and resistance to Energy, Dark, and Psychic-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. 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. If the character has "Doubled Down Defense", this suit can project two of these energy shields. This suit will reduce all damage by 10%. Unlike most Stark Industries' armor, this suit does not grant flying-type movement, but comes equipped with anti-melee adaptive programming. This will reduce the total damage dealt by adjacent enemies by 30%, but will increase non-adjacent attacks to deal 10% more damage. The suit can be disabled by EMP-type attacks, but will reboot fairly quickly (usually within 2-4 turns).

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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 these items.

10- Heart Container: +10% HP, up to x2

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.

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 reduce the total HP lost from enemy elemental damage by 10%.

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 reduce the total HP lost from enemy physical attacks by 10%.

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

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%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

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.

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.

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

Pennance 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. 

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

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.

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. 

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.

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

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

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

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.

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.

2- Queen Energy Core Field: An energy field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by energy skill and item boosts. 

2- Mature Energy Core Field: An energy field generated by an organic core. This grants 100 defense when attacking and when defending, and is boosted by energy skill and item boosts. 

2- (Enhanced) Elite Energy Shields

Devilish Destruction Charm

Pure Stone

Bullet Plate/Stone

8- Energy Gems

8- Explosion Gems

Boots Heavy Duty Boots


Abilities:
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 (ring)

(TBA) “Can you guess? Luck”: Signature. John-117 boasts an inconceivable amount of luck. If this character performs an action that usually requires a roll, they will always have a 5% chance to auto-succeed whatever they are attempting. If they are attacking, they will land all attacks they would perform in that engagement and trigger all % activated statuses/ abilities. If dodging, they will avoid all attacks launched at them (even AoEs and guaranteed hits). If attempting to activate an ability, this roll will be performed first. This chance can be improved and reduced by items and abilities; however, it cannot be reduced to 0% (minimum of 1%). Costs: 15 pg

(TBA) Cortana: Signature. Grants a Data Chip with the A.I. Cortana. Cortana will have access to a unique pool of abilities. She will have a pg level equal to ½ of John’s pg level to unlock these abilities for herself. On top of this, alongside each of John's turns, she may use one of her unlocked abilities. She may also perform simpler tasks, such as speaking. Abilities that would be counter-attacked will strike John. Hacking and EMP damage will prevent Cortana from taking her turn for the rest of the battle. This ability cannot be removed by any means. Costs: 20 pg

(TBA) Lifeshield: Halo Exclusive Ability. This character has a forcefield of energy that has base 100 might surrounding them. This shield is improved by energy and shield skill stat boosts and items. However, this shield does not work like a normal shield. It works as a separate HP stat. Until this shield is killed, the character will not be damaged. Strikes that hit the shield will not damage the character even if the strike breaks the shield. However, abilities that ignore shields, as well as magic and psychic type damage, will not be defended against by this shield. If the shield is broken, it will recharge in 3 turns. Costs: 4 pg

(TBA) Xenos Slayer (III): This character deals 30% (60%) (120%) damage to all units that do not share its species. Costs: 12 pg

(TBA) Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

(TBA) Strategy Meets Heavy Force: This heavy unit is both brutal and strategically cunning. If this character chooses to use this ability, they will only strike once. However, that strike will make the foe who has been struck vulnerable to 1 tier of strategist for the rest of the battle. Striking someone with this ability three times would make them completely vulnerable to Strategist (III). Costs: 6 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) 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

(TBA) Heavy Blow (III): 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 200%. Costs: 16 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
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

(TBA) 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

(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) 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 (%). 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

(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) Masterfully Skilled: This character has access to many different skills and may use them with impressive flexibility. If this character is rolling for a %activated skill, they must specify the skill they are attempting to activate. However, if the ability fails to activate, this character may roll to attempt to activate a different %activated skill. This ability may be used until a skill is activated, or until this character has rolled once for each %activated skill they have unlocked. This ability applies to Real Damage Blows. Costs: 4 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) 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

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

(TBA) Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg. 

(TBA) Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

(TBA) Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg

(TBA) For Those I 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

(TBA) Squad Commander (II): This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Only Four units may do this in a turn, though up to eight may have access to it.(Members:). Costs: 8 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) Tactical Deflector Shields: This unit may establish a deflector shield onto the tile they are standing in or into an adjacent space. This shield will be placed on one tile and will defend all allies who are in that tile or adjacent to it. The base might of the shield is 1000 and it will be boosted by the shield and energy skill and item boosts of this character. Doubled Down Defense doubles the number of Deflector Shields. These shields will also halve the damage of all ranged attacks that strike characters standing within the shields. This shield will stay on the map until broken or the battle ends. Deflector Shields may overlap. Costs: 5 pg

(TBA) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

(TBA) 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

(TBA) Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg


(TBA) Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg

(TBA) Tracking HUD: This unit's visor tracks the movement of foes and makes striking them easier. This grants +10 skill when using a ranged weapon, but will result in a -30 skill penalty if this character is struck by an EMP. Cost: 2 pg

(TBA) Devil's Own Luck: Luck ability. This character may add +40 to any roll. This takes one week to recharge. This ability may be modified by luck-boosting items/abilities. Costs: 4 pg

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Cortana Ability Pool:

(TBA) Combat Analysis: Signature ability. Cortana may take a turn to analyze a unit within 15 spaces. At the start of the next turn, she will give this tactical analysis to John. When she does this, John will boost his Avoid/Skill by +50 against that foe. He will also deal 50% more damage against and take 30% less damage from that unit. Cortana may use this ability on as many units as she wishes. If the targeted unit is immune to “Strategist”, the boosts granted by this ability will be reduced by half. Costs: 8 pg

Hyper-Analyze: This character has the calculating ability of a super-computer, and yet they are still organic or an android. This ability adds +5 to the analyze skill buffs. It will also prevent analyze from being broken when this character switches targets. Analyze will build individually for each targetted foe. Costs 4 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

Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 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: 16 pg

(TBA) Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg

(TBA) Hack Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 per M level energy, +3 per GM) percent chance to hack into the opponent if they are robotic and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The control will only be lifted when either the hacked character or the character that performed the hack shackle are defeated. Organic characters are immune to hack shackle. 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

Cyber Tracking: This robot has brilliant tracking scopes. It may choose to select a foe within 15 range. Upon doing so, it will build 20 skill per turn as long as it stays within 30 range of the foe. This 20 skill build will only apply on the foe that has been targeted. If this unit wishes, it may restart the growing skill buff by selecting a new target. Costs: 4 pg

Autorepair: This piece of technology is so advanced, it can automatically repair damage. This will cause it to heal 20% of its total HP at the start of its turn. EMP completely shuts down this ability. Costs: 5 pg

Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg


Character Type: Marksman, Melee, Defensive, Strategist

Weakness: Master Chief will take 3x damage if his Armor is destroyed. Resists fear and pain. 


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