Wednesday, April 8, 2026

Master Chief






John-117: Level 1

Stats Page (Please set up)

Move: 6


Items:


Abilities:

(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

(TBA) Hyperanalyze

(TBA) Strategist (I-III)

(TBA) Hacker

(TBA) Hack Shackle

(TBA) Calculating Fighter

(TBA) Cybertracking 

(TBA) Warn

(TBA) Null

(TBA) Expose


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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