Setsuna F. Seiei

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About Setsuna F. Seiei

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    The True Innovator
  • Birthday 03/17/1984

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  1. walks by the aegis door seeing no one is around leaves a note I wanna deposit my stuff to the faction Hangar (if you established it)... sorry for all the trouble that I may have caused you guys... thanks for the memories... thanks for the friendship... leaves to pursue RL Work
  2. An honest man. A good heart. A good soul. "A true Innovator." Hope to see you soon Setsuna. Take care.

  3. REGENERATION: Will +1 ABILITY: Volley! Will: -4 DEFENSE: None ATTACK: Mega Particle Cannon (B)- 4400 damage, [+50%] EN: -10 Volley! ATTACK: Mega Particle Cannon (B)- 4400 damage, [+50%] EN: -10 Weapons: Claw Beam Gun (BF:2)- 700 damage/3 EN [+10%] Dual Long Blade Rifle (BF:2)- 1600 damage, 0/16 rounds [+10%] Mega Particle Cannon (B)- 2000 damage, 10 EN/attack [+20%] [table=Stats and Modifiers:] HP: 2900/2900 EN: 100/130 AGI: 170 Will: 1/10 DP: 2472/3200 AP: 0/100 Spare Battery: 1/1 Primrose Equipment: Mega Particle Cannon AGI -10 Snipe: Dual Long Blade Rifle (+30%): Pay 5 AP. Specified weapon's Dodge Cost +X for a single turn. Remove all (X) and/or (S) attributes on the weapon whenever this ability is used. This ability can't be used with MAP weapons. Dodge Cost: Pilot Modifiers: -20% (Pilot Attribute) -10% (Genius) -10% (Aircraft Specialization: Evasive) Pilot Modifiers: -10% (Tesla Drive) Target Dodge Cost: +15% (Aircraft Specialization: Evasive) +10% (Gunfight) +5% (Genius) Damage: +30% (Aircraft Specialization: Evasive) +30% (Gunfight) +30% (Power Booster x 2) +25% on Weapons (Pilot Attribute) +5% (Genius) Pilot's Spirit Command (200/200): Duty Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  4. REGENERATION: Will +1 EN +5 DEFENSE: Trans-Am Attack (BSX:8)- 1275 damage x 8, Barrier Pierce, [+95%] Action: Evade (7) and Take with ABC DP: -1323 ATTACK: None Weapons: 20mm CIWS- 300 damage, 20 rounds [+40%] Melee (M)- 450 daamge [+0%] 45mm Autocannons- 500 damage, 15 rounds [+30%] God Slashers (M)- 400 damage x 2 [+0%] Martial Arts (MF:6)- 500 damage/3 EN [+10%] Beam Saber (BM)- 1400 damage [+0%] God Shadow Assault (SX:6)- 600 damage/4 EN [+0%] God Finger (B)- 4500 damage, 25 EN/attack [+20%] God Finger Funnels (BX:2)- 2400 damage/15 EN. Req: Psychic Energy [+0%] [table=Stats and Modifiers:] HP: 4400/4400 EN: 156/180 AGI: 250 God Shadow: 0/3 Will: 1/10 DP: 165/3000 AP: 100/100 Anti-Beam Coating: Automatically negate the first 1500 damage in a single attack phase. Negation only applies to (B)-Type, non- attacks. Each time you are attacked for more than Anti-Beam Coating can negate, reduce the amount Anti-Beam Coating can negate by 100. When the amount negatable reaches 0, this ability is disabled. Flash System v2: Pilots with Psychic Energy gain: Dodge Cost -15%, Target's Dodge Cost +20%. Dodge Cost: Pilot Modifiers: -15% (Pilot Attribute) -10% (Genius) -10% (Evasive Mobile Suit Specialization: Level 3) Item Modifiers: -15% (Flash System) Target Dodge Cost: +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +20% (Flash System) +15% (Evasive Mobile Suit Specialization: Level 3) +10% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Newtype) +5% (Genius) Damage: +50% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +30% (Evasive Mobile Suit Specialization: Level 3) +30% on (Pilot Attribute) +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Genius) Allelujah’s Spirit Command (80/80): Greater Duty Haro’s Spirit Commands (260/260): Great Effort Lucky Greater Perserverance Greater Duty Resupply Abilities: Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table] REGENERATION: Will +1 EN +16 SUPPORT DEFENSE: 'Vagabond' Homing Missile (PGSX:3)- 2200 damage x 3, [+95%] Action: Barrier, Shield and Take (2), Dodge (1) DP: -481 HP: -175 EN: -5 Shield: -1 Beam Saber Shield ATTACK: GN Bazooka (BI:3)- 7030 damage, [+40%] EN: -25 Weapons: Melee (M) 500 damage [+0%] GN Beam Saber (BM)- 1200 damage [+0%] GN Cannons (BS)- 2000 damage # 2, 25 EN/attack [+25%] GN Bazooka (BS)- 4800 damage, 25 EN/attack [+15%] All-Out Attack (BS)- 5800 damage, 35 EN/attack [+30%] GN Bazooka Burst Mode (BS)- 6400 damage, Barrier Pierce, 40 EN/attack [+40%] MAP Attacks: GN Bazooka (BI:3)- 3800 damage, 25 EN/attack [+0%] GN Bazooka Burst Mode (BI:5)- 5000 damage, Barrier Pierce, 40 EN/attack [+10%] [table=Stats and Modifiers:] HP: 2654/4200 EN: 286/330 AGI: 290 Will: 2/10 DP: 2038/3000 AP: 52/100 Guard: Active Trans-Am System: Active Beam Saber Shield (8/10): Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. GN Field: Negate the first 1500 damage in a single attack phase for 5 EN. Jammer: Negate all (G)-Type attacks from all sources for no cost. Damage Reduction: Pilot Modifiers: -15% (Guard: Active) -10% (Defensive Mobile Suit Specialization: Level 3) Dodge Cost: Item Modifiers: -15% (Trans-Am: Active) Target Dodge Cost: +25% (Trans-Am: Active) +15% (Defensive Mobile Suit Specialization: Level 3) Damage: +30% (Defensive Mobile Suit Specialization: Level 3) +25% on (Pilot Attribute) +25% (Trans-Am: Active) +5% (Brave) Tieria's Spirit Command (100/100): Greater Perserverance Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn. Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn. Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense. [/td][/table]
  5. REGENERATION: Will +1 DEFENSE: Bite (MF:4)- 1175 damage # 4, [+60%] Action: Dodge DP: -259 ATTACK: Dual Long Blade Rifle [snipe] (BF:2)- 3520 damage # 2, [+75%] Rounds: -2 Weapons: Claw Beam Gun (BF:2)- 700 damage/3 EN [+10%] Dual Long Blade Rifle (BF:2)- 1600 damage, 0/16 rounds [+10%] Mega Particle Cannon (B)- 2000 damage, 10 EN/attack [+20%] [table=Stats and Modifiers:] HP: 2900/2900 EN: 120/130 AGI: 170 Will: 4/10 DP: 2472/3200 AP: 0/100 Spare Battery: 1/1 Primrose Equipment: Mega Particle Cannon AGI -10 Snipe: Dual Long Blade Rifle (+30%): Pay 5 AP. Specified weapon's Dodge Cost +X for a single turn. Remove all (X) and/or (S) attributes on the weapon whenever this ability is used. This ability can't be used with MAP weapons. Dodge Cost: Pilot Modifiers: -20% (Pilot Attribute) -10% (Genius) -10% (Aircraft Specialization: Evasive) Pilot Modifiers: -10% (Tesla Drive) Target Dodge Cost: +15% (Aircraft Specialization: Evasive) +10% (Gunfight) +5% (Genius) Damage: +30% (Aircraft Specialization: Evasive) +30% (Gunfight) +30% (Power Booster x 2) +25% on Weapons (Pilot Attribute) +5% (Genius) Pilot's Spirit Command (200/200): Duty Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  6. REGENERATION: Will +1 SUPPORT DEFENSE: Machine Guns (SX:2)- 1950 damage x 2, [+75%] Action: Dodge DP: -546 ATTACK: DCD Blaster [Rifle] (B)- 3575 damage, [+115%] Rounds: -1 Weapons: Melee (M)- 400 damage [+0%] DCD Blaster [Pistol]- 1000 damage, 15/15 rounds [+10%] DCD Blade [solid] (M)- 1200 damage [+0%] DCD Blade [Hyper Charged Solid] - 1200 damage, 5 EN/attack [+0%] DCD Blaster [Rifle] (B)- 1300 damage, 7/10 rounds [+10%] DCD Blade [slash] (B)- 3600 damage, 20 EN/attack [+20%] [table=Stats and Modifiers:] HP: 4800/4800 EN: 180/180 AGI: 260 Will: 2/10 Sword Shield: 10/10 DP: 1816/3000 AP: 70/100 Recognition: Active Counter: 3/3 Dodge Cost: Pilot: -15% (Pilot Inherent) -15% When DP: 1200 and below (Guts Level: 3) -10% (Evasive Mobile Suit Specialization: Level 3) -10% (Genius) -10% When DP: 1800 and below (Guts Level: 3) -5% (Recognition: Active) Target Dodge Cost: +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% (Pilot Inherent) +20% When DP: 1200 and below (Guts Level: 3) +15% (Evasive Mobile Suit Specialization: Level 3) +15% (Recognition: Active) +15% When DP: 1800 and below (Guts Level: 3) +10% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +10% on (Gunfight) +5% (Genius) Damage: +60% (Stockpile Power Booster) +50% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +30% on (Gunfight) +30% (Evasive Mobile Suit Specialization: Level 3) +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% When DP: 1200 and below (Guts Level: 3) +15% When DP: 1800 and below (Guts Level: 3) +5% (Genius) Lockon’s Spirit Command (180/180): Greater Duty Setsuna’s Spirit Commands (180/180): Greater Duty Resupply Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  7. REGENERATION: Will +1 DEFENSE: Murasame Knife & Murasame Divider- 2000 damage x 2, Armor Pirece, Barrier Pierce, 20 EN/attack [+60%] Action: Dodge DP: -388 ATTACK: Mega Beam Cannon (BS)- 2840 damage # 4, [+125%] EN: -30 Weapons: Vulcan- 500 damage, 20 rounds [+40%] Beam Saber (BM)- 1600 damage [+0%] Beam Rifle (BF:2)- 1300 damage, 24 rounds [+10%] Large Beam Rifle (B)- 2400 damage, uses 1 Beam Rifle Round. [+10%] Mega Beam Cannon (BS)- 800 damage # 4, 30 EN/attack [+20%] [table=Stats and Modifiers:] HP: 3800/3800 EN: 90/180 AGI: 270 Will: 3/10 DP: 1997/3000 AP: 70/100 Recognition: Active Counter: 3/3 Beam Saber Shield (10/10): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Dodge Cost: Pilot: -15% (Pilot Inherent) -15% When DP: 1200 and below (Guts Level: 3) -10% (Evasive Mobile Suit Specialization: Level 3) -10% (Genius) -10% When DP: 1800 and below (Guts Level: 3) -5% (Recognition: Active) Item: -25% (Spirit of Steel) Damage Reduction: -25% (Spirit of Steel) Target Dodge Cost: +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% (Pilot Inherent) +20% When DP: 1200 and below (Guts Level: 3) +15% (Evasive Mobile Suit Specialization: Level 3) +15% (Recognition: Active) +15% When DP: 1800 and below (Guts Level: 3) +10% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +10% on (Gunfight) +5% (Genius) Damage: +50% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +30% on (Gunfight) +30% (Evasive Mobile Suit Specialization: Level 3) +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +25% (Spirit of Steel) +20% When DP: 1200 and below (Guts Level: 3) +15% When DP: 1800 and below (Guts Level: 3) +5% (Genius) Lockon’s Spirit Command (200/200): Greater Duty Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  8. REGENERATION: Will +1 EN +7 SUPPORT DEFENSE: God Shadow Assault (SX:6)- 1080 damage x 6, [+45%] Action: Barrier, Shield and Take with PSA EN: -10 Shield: -1 Beam Saber Shield ATTACK: Target: GAT-01A1 Scavenger Dagger "Close Combat Type" GN Beam Rifle (B)- 2430 damage, [+60%] Rounds: -1 Weapons: Melee (M) 500 damage [+0%] GN Beam Saber (BM)- 1400 damage [+0%] GN Beam Rifle (B)- 1800 damage, 2/10 rounds [+10%] [table=Stats and Modifiers:] HP: 3600/3600 EN: 107/140 AGI: 270 Will: 8/10 Shield: 9/10 DP: 3000/3000 AP: 100/100 Guard: Active D/I: 0/5 Trans-Am System: Inactive Gravity Territory: Negate the first 2500 damage from a single attack phase for 5 EN. Beam Saber Shield (10/15): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Phase-Shift Armor: Starts battle Activated. While activated, Phase-Shift Armor negates the first 1000 damage from a single attack phase for 5 EN. Negation only applies to non-(B) attacks. You may activate or deactivate Phase-Shift Armor during your Transform phase. Damage Reduction: Pilot Modifiers: -15% (Guard: Active) -10% (Brave) -10% (Defensive Mobile Suit Specialization: Level 3) Dodge Cost: Pilot Modifiers: -10% (Eternal Mascot) Item Modifiers: -15% (Trans-Am: Active) Target Dodge Cost: +25% (Trans-Am: Active) +20% (Eternal Mascot) +15% (Defensive Mobile Suit Specialization: Level 3) +10% (Assisted Tracking) +5% (Brave) Damage: +30% (Defensive Mobile Suit Specialization: Level 3) +25% on (Pilot Attribute) +25% (Trans-Am: Active) +5% (Brave) Fon's Spirit Command (160/160): Greater Perserverance Spirit Commands (260/260): Great Effort Lucky Greater Perserverance Greater Duty Resupply Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn. Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn. Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense. [/td][/table] REGENERATION: Will +1 ABILITY: Target: GAT-01A1 Scavenger Dagger “Close Combat Type” Psychic Pressure! Will: -4 DEFENSE: None ATTACK: Target: GAT-01A1 Scavenger Dagger "Close Combat Type" Beam Zanber (B)- 2700 damage, [+45%] EN: -10 Weapons: Vulcan Gun- 400 damage, 20/20 rounds [+40%] Beam Vulcan (B)- 400 damage, 2 EN/attack [+40%] Heat Dagger (M)- 400 damage, 3 EN/attack [+10%] Melee (M)- 500 damage [+0%] Mega Machine Gun (F:5)- 500 damage, 2/12 rounds [+15%] 120mm Machinegun (F:5)- 600 damage, 2/12 rounds [+20%] Beam Saber (BM)- 1000 damage [+0%] Brand Marker (BM)- 1000 damage, 5 EN/attack [+10%] Beam Rifle (B)- 1200 damage, 12/12 rounds [+20%] Shot Lancer- 1500 damage, 10 EN/attack [+0%] Shot Lancer [shoot]- 2000 damage, 1/1 round [+10%] Beam Zanber (B)- 2000 damage, 10 EN/attack [+20%] Zanbuster (B)- 2000 damage, 8/8 rounds [+20%] [table=Stats and Modifiers:] HP: 3000/3000 EN: 190/310 AGI: 260 Will: 0/10 DP: 3600/3600 AP: 100/100 PX System: Inactive 4/4 PX Overdrive: Inactive 0/2 Shot Lancer [shoot]: If ammo is 0, disable Shot Lancer. A.B.C. Mantle: Negates the first 1000 damage from a single attack phase. Negation only applies to (B)-Type, non- attacks. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader or a Super Repair Kit. Beam Shield (10/10): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Dodge Cost: Pilot Modifiers: -15% (Pilot Attribute) -10% (Genius) -10% (Evasive Mobile Suit Specialization: Level 3) Item Modifiers: -30% (Dual Tesla Drive) -30% (PX Overdrive: Active) -15% (PX System: Active) Target Dodge Cost: +40% (PX Overdrive: Active) +30% (PX System: Active) +15% (Evasive Mobile Suit Specialization: Level 3) +5% (Newtype) +5% (Genius) Damage: +30% (Evasive Mobile Suit Specialization: Level 3) +30% on (Pilot Attribute) +25% (PX Overdrive: Active) +5% (Genius) Allelujah’s Spirit Command (100/100): Greater Duty Abilities: Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  9. REGENERATION: Will +1 EN +5 DEFENSE: Trans-Am Attack (BSX:8)- 1275 damage x 8, Barrier Pierce, [+95%] Action: Evade DP: -1512 ATTACK: None Weapons: 20mm CIWS- 300 damage, 20 rounds [+40%] Melee (M)- 450 daamge [+0%] 45mm Autocannons- 500 damage, 15 rounds [+30%] God Slashers (M)- 400 damage x 2 [+0%] Martial Arts (MF:6)- 500 damage/3 EN [+10%] Beam Saber (BM)- 1400 damage [+0%] God Shadow Assault (SX:6)- 600 damage/4 EN [+0%] God Finger (B)- 4500 damage, 25 EN/attack [+20%] God Finger Funnels (BX:2)- 2400 damage/15 EN. Req: Psychic Energy [+0%] [table=Stats and Modifiers:] HP: 4400/4400 EN: 156/180 AGI: 250 God Shadow: 0/4 Will: 1/10 DP: 1488/3000 AP: 100/100 Anti-Beam Coating: Automatically negate the first 1500 damage in a single attack phase. Negation only applies to (B)-Type, non- attacks. Each time you are attacked for more than Anti-Beam Coating can negate, reduce the amount Anti-Beam Coating can negate by 100. When the amount negatable reaches 0, this ability is disabled. Flash System v2: Pilots with Psychic Energy gain: Dodge Cost -15%, Target's Dodge Cost +20%. Dodge Cost: Pilot Modifiers: -15% (Pilot Attribute) -10% (Genius) -10% (Evasive Mobile Suit Specialization: Level 3) Item Modifiers: -15% (Flash System) Target Dodge Cost: +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +20% (Flash System) +15% (Evasive Mobile Suit Specialization: Level 3) +10% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Newtype) +5% (Genius) Damage: +50% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +30% (Evasive Mobile Suit Specialization: Level 3) +30% on (Pilot Attribute) +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Genius) Allelujah’s Spirit Command (80/80): Greater Duty Haro’s Spirit Commands (260/260): Great Effort Lucky Greater Perserverance Greater Duty Resupply Abilities: Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table] REGENERATION: Will +1 EN +16 SUPPORT DEFENSE: 'Vagabond' Homing Missile (PGSX:3)- 2200 damage x 3, [+95%] Action: Barrier, Shield and Take (2), Dodge (1) DP: -481 HP: -175 EN: -5 Shield: -1 Beam Saber Shield ATTACK: GN Bazooka (BI:3)- 7030 damage, [+40%] EN: -25 Weapons: Melee (M) 500 damage [+0%] GN Beam Saber (BM)- 1200 damage [+0%] GN Cannons (BS)- 2000 damage # 2, 25 EN/attack [+25%] GN Bazooka (BS)- 4800 damage, 25 EN/attack [+15%] All-Out Attack (BS)- 5800 damage, 35 EN/attack [+30%] GN Bazooka Burst Mode (BS)- 6400 damage, Barrier Pierce, 40 EN/attack [+40%] MAP Attacks: GN Bazooka (BI:3)- 3800 damage, 25 EN/attack [+0%] GN Bazooka Burst Mode (BI:5)- 5000 damage, Barrier Pierce, 40 EN/attack [+10%] [table=Stats and Modifiers:] HP: 2829/4200 EN: 300/330 AGI: 290 Will: 1/10 DP: 2519/3000 AP: 52/100 Guard: Active Trans-Am System: Active Beam Saber Shield (9/10): Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. GN Field: Negate the first 1500 damage in a single attack phase for 5 EN. Jammer: Negate all (G)-Type attacks from all sources for no cost. Damage Reduction: Pilot Modifiers: -15% (Guard: Active) -10% (Defensive Mobile Suit Specialization: Level 3) Dodge Cost: Item Modifiers: -15% (Trans-Am: Active) Target Dodge Cost: +25% (Trans-Am: Active) +15% (Defensive Mobile Suit Specialization: Level 3) Damage: +30% (Defensive Mobile Suit Specialization: Level 3) +25% on (Pilot Attribute) +25% (Trans-Am: Active) +5% (Brave) Tieria's Spirit Command (100/100): Greater Perserverance Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn. Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn. Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense. [/td][/table]
  10. REGENERATION: Will +1 SUPPORT DEFENSE: Machine Guns (SX:2)- 1950 damage x 2, [+75%] Action: Dodge DP: -546 ATTACK: DCD Blaster [Rifle] (B)- 3575 damage, [+115%] Rounds: -1 Weapons: Melee (M)- 400 damage [+0%] DCD Blaster [Pistol]- 1000 damage, 15/15 rounds [+10%] DCD Blade [solid] (M)- 1200 damage [+0%] DCD Blade [Hyper Charged Solid] - 1200 damage, 5 EN/attack [+0%] DCD Blaster [Rifle] (B)- 1300 damage, 8/10 rounds [+10%] DCD Blade [slash] (B)- 3600 damage, 20 EN/attack [+20%] [table=Stats and Modifiers:] HP: 4800/4800 EN: 180/180 AGI: 260 Will: 2/10 Sword Shield: 10/10 DP: 2362/3000 AP: 70/100 Recognition: Active Counter: 2/3 Dodge Cost: Pilot: -15% (Pilot Inherent) -15% When DP: 1200 and below (Guts Level: 3) -10% (Evasive Mobile Suit Specialization: Level 3) -10% (Genius) -10% When DP: 1800 and below (Guts Level: 3) -5% (Recognition: Active) Target Dodge Cost: +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% (Pilot Inherent) +20% When DP: 1200 and below (Guts Level: 3) +15% (Evasive Mobile Suit Specialization: Level 3) +15% (Recognition: Active) +15% When DP: 1800 and below (Guts Level: 3) +10% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +10% on (Gunfight) +5% (Genius) Damage: +60% (Stockpile Power Booster) +50% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +30% on (Gunfight) +30% (Evasive Mobile Suit Specialization: Level 3) +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% When DP: 1200 and below (Guts Level: 3) +15% When DP: 1800 and below (Guts Level: 3) +5% (Genius) Lockon’s Spirit Command (180/180): Greater Duty Setsuna’s Spirit Commands (180/180): Greater Duty Resupply Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  11. REGENERATION: Will +1 SUPPORT DEFENSE: Murasame Knife & Murasame Divider- 2000 damage x 2, Armor Pirece, Barrier Pierce, 20 EN/attack [+60%] Action: Dodge DP: -388 ATTACK: Mega Beam Cannon (BS)- 2840 damage # 4, [+125%] EN: -30 Weapons: Vulcan- 500 damage, 20 rounds [+40%] Beam Saber (BM)- 1600 damage [+0%] Beam Rifle (BF:2)- 1300 damage, 24 rounds [+10%] Large Beam Rifle (B)- 2400 damage, uses 1 Beam Rifle Round. [+10%] Mega Beam Cannon (BS)- 800 damage # 4, 30 EN/attack [+20%] [table=Stats and Modifiers:] HP: 3800/3800 EN: 120/180 AGI: 270 Will: 2/10 DP: 2385/3000 AP: 70/100 Recognition: Active Counter: 2/3 Beam Saber Shield (10/10): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Dodge Cost: Pilot: -15% (Pilot Inherent) -15% When DP: 1200 and below (Guts Level: 3) -10% (Evasive Mobile Suit Specialization: Level 3) -10% (Genius) -10% When DP: 1800 and below (Guts Level: 3) -5% (Recognition: Active) Item: -25% (Spirit of Steel) Damage Reduction: -25% (Spirit of Steel) Target Dodge Cost: +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +20% (Pilot Inherent) +20% When DP: 1200 and below (Guts Level: 3) +15% (Evasive Mobile Suit Specialization: Level 3) +15% (Recognition: Active) +15% When DP: 1800 and below (Guts Level: 3) +10% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +10% on (Gunfight) +5% (Genius) Damage: +50% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +30% on (Gunfight) +30% (Evasive Mobile Suit Specialization: Level 3) +25% for Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Hybrid Dual Sensor) +25% (Spirit of Steel) +20% When DP: 1200 and below (Guts Level: 3) +15% When DP: 1800 and below (Guts Level: 3) +5% (Genius) Lockon’s Spirit Command (200/200): Greater Duty Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  12. REGENERATION: Will +1 EN +7 SUPPORT DEFENSE: God Shadow Assault (SX:6)- 1080 damage x 6, [+45%] Action: Barrier, Shield and Take with PSA EN: -10 Shield: -1 Beam Saber Shield ATTACK: Target: GAT-01A1 Scavenger Dagger "Close Combat Type" GN Beam Rifle (B)- 2430 damage, [+60%] Rounds: -1 Weapons: Melee (M) 500 damage [+0%] GN Beam Saber (BM)- 1400 damage [+0%] GN Beam Rifle (B)- 1800 damage, 3/10 rounds [+10%] [table=Stats and Modifiers:] HP: 3600/3600 EN: 110/140 AGI: 270 Will: 7/10 Shield: 9/10 DP: 3000/3000 AP: 100/100 Guard: Active D/I: 0/5 Trans-Am System: Inactive Gravity Territory: Negate the first 2500 damage from a single attack phase for 5 EN. Beam Saber Shield (10/15): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Phase-Shift Armor: Starts battle Activated. While activated, Phase-Shift Armor negates the first 1000 damage from a single attack phase for 5 EN. Negation only applies to non-(B) attacks. You may activate or deactivate Phase-Shift Armor during your Transform phase. Damage Reduction: Pilot Modifiers: -15% (Guard: Active) -10% (Brave) -10% (Defensive Mobile Suit Specialization: Level 3) Dodge Cost: Pilot Modifiers: -10% (Eternal Mascot) Item Modifiers: -15% (Trans-Am: Active) Target Dodge Cost: +25% (Trans-Am: Active) +20% (Eternal Mascot) +15% (Defensive Mobile Suit Specialization: Level 3) +10% (Assisted Tracking) +5% (Brave) Damage: +30% (Defensive Mobile Suit Specialization: Level 3) +25% on (Pilot Attribute) +25% (Trans-Am: Active) +5% (Brave) Fon's Spirit Command (160/160): Greater Perserverance Spirit Commands (260/260): Great Effort Lucky Greater Perserverance Greater Duty Resupply Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn. Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn. Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense. [/td][/table] REGENERATION: Will +1 DEFENSE: None ATTACK: Target: GAT-01A1 Scavenger Dagger "Close Combat Type" Beam Zanber (B)- 2700 damage, [+45%] EN: -10 Weapons: Vulcan Gun- 400 damage, 20/20 rounds [+40%] Beam Vulcan (B)- 400 damage, 2 EN/attack [+40%] Heat Dagger (M)- 400 damage, 3 EN/attack [+10%] Melee (M)- 500 damage [+0%] Mega Machine Gun (F:5)- 500 damage, 2/12 rounds [+15%] 120mm Machinegun (F:5)- 600 damage, 2/12 rounds [+20%] Beam Saber (BM)- 1000 damage [+0%] Brand Marker (BM)- 1000 damage, 5 EN/attack [+10%] Beam Rifle (B)- 1200 damage, 12/12 rounds [+20%] Shot Lancer- 1500 damage, 10 EN/attack [+0%] Shot Lancer [shoot]- 2000 damage, 1/1 round [+10%] Beam Zanber (B)- 2000 damage, 10 EN/attack [+20%] Zanbuster (B)- 2000 damage, 8/8 rounds [+20%] [table=Stats and Modifiers:] HP: 3000/3000 EN: 200/310 AGI: 260 Will: 3/10 DP: 3600/3600 AP: 100/100 PX System: Inactive 4/4 PX Overdrive: Inactive 0/2 Shot Lancer [shoot]: If ammo is 0, disable Shot Lancer. A.B.C. Mantle: Negates the first 1000 damage from a single attack phase. Negation only applies to (B)-Type, non- attacks. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader or a Super Repair Kit. Beam Shield (10/10): A shield made of beam particles. Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. Dodge Cost: Pilot Modifiers: -15% (Pilot Attribute) -10% (Genius) -10% (Evasive Mobile Suit Specialization: Level 3) Item Modifiers: -30% (Dual Tesla Drive) -30% (PX Overdrive: Active) -15% (PX System: Active) Target Dodge Cost: +40% (PX Overdrive: Active) +30% (PX System: Active) +15% (Evasive Mobile Suit Specialization: Level 3) +5% (Newtype) +5% (Genius) Damage: +30% (Evasive Mobile Suit Specialization: Level 3) +30% on (Pilot Attribute) +25% (PX Overdrive: Active) +5% (Genius) Allelujah’s Spirit Command (100/100): Greater Duty Abilities: Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  13. REGENERATION: Will +1 DEFENSE: None ATTACK: Dual Long Blade Rifle [Critical Snipe] (BF:2)- 3760 damage # 2, [+90%] Rounds: -2 Weapons: Claw Beam Gun (BF:2)- 700 damage/3 EN [+10%] Dual Long Blade Rifle (BF:2)- 1600 damage, 2/16 rounds [+10%] Mega Particle Cannon (B)- 2000 damage, 10 EN/attack [+20%] [table=Stats and Modifiers:] HP: 2900/2900 EN: 120/130 AGI: 170 Will: 2/10 DP: 2731/3200 AP: 5/100 Spare Battery: 1/1 Primrose Equipment: Mega Particle Cannon AGI -10 Snipe: Dual Long Blade Rifle (+30%): Pay 5 AP. Specified weapon's Dodge Cost +X for a single turn. Remove all (X) and/or (S) attributes on the weapon whenever this ability is used. This ability can't be used with MAP weapons. Dodge Cost: Pilot Modifiers: -20% (Pilot Attribute) -10% (Genius) -10% (Aircraft Specialization: Evasive) Pilot Modifiers: -10% (Tesla Drive) Target Dodge Cost: +15% (Aircraft Specialization: Evasive) +10% (Gunfight) +5% (Genius) Damage: +30% (Aircraft Specialization: Evasive) +30% (Gunfight) +30% (Power Booster x 2) +25% on Weapons (Pilot Attribute) +5% (Genius) Pilot's Spirit Command (200/200): Duty Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]
  14. REGENERATION: Will +1 EN +16 SUPPORT DEFENSE: Trans-Am Attack (BSX:8)- 1275 damage x 8, Barrier Pierce, [+95%] Action: Block, Shield, and Take Shield: -1 Beam Saber Shield HP: -1196 SUPPORT DEFENSE: 'Vagabond' Homing Missile (PGSX:3)- 2200 damage x 3, [+95%] Action: Countershoot (3) SPECIAL: Guard: Active! AP: -30 Trans-Am: Active! EN: -20 ATTACK: None Weapons: Melee (M) 500 damage [+0%] GN Beam Saber (BM)- 1200 damage [+0%] GN Cannons (BS)- 2000 damage # 2, 25 EN/attack [+25%] GN Bazooka (BS)- 4800 damage, 25 EN/attack [+15%] All-Out Attack (BS)- 5800 damage, 35 EN/attack [+30%] GN Bazooka Burst Mode (BS)- 6400 damage, Barrier Pierce, 40 EN/attack [+40%] MAP Attacks: GN Bazooka (BI:3)- 3800 damage, 25 EN/attack [+0%] GN Bazooka Burst Mode (BI:5)- 5000 damage, Barrier Pierce, 40 EN/attack [+10%] [table=Stats and Modifiers:] HP: 3004/4200 EN: 330/330 AGI: 290 Will: 1/10 DP: 3000/3000 AP: 52/100 Guard: Active Trans-Am System: Active Beam Saber Shield (9/10): Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used. GN Field: Negate the first 1500 damage in a single attack phase for 5 EN. Jammer: Negate all (G)-Type attacks from all sources for no cost. Damage Reduction: Pilot Modifiers: -15% (Guard: Active) -10% (Defensive Mobile Suit Specialization: Level 3) Dodge Cost: Item Modifiers: -15% (Trans-Am: Active) Target Dodge Cost: +25% (Trans-Am: Active) +15% (Defensive Mobile Suit Specialization: Level 3) Damage: +30% (Defensive Mobile Suit Specialization: Level 3) +25% on (Pilot Attribute) +25% (Trans-Am: Active) +5% (Brave) Tieria's Spirit Command (100/100): Greater Perserverance Abilities: Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers. Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn. Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn. Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense. [/td][/table] REGENERATION: Will +1 EN +5 DEFENSE: None ATTACK: Target: GN-006GNHW/R Cherudim Gundam GNHW/R God Shadow Assault (SX:6)- 1110 damage x 6, [+70%] EN: -24 Weapons: 20mm CIWS- 300 damage, 20 rounds [+40%] Melee (M)- 450 daamge [+0%] 45mm Autocannons- 500 damage, 15 rounds [+30%] God Slashers (M)- 400 damage x 2 [+0%] Martial Arts (MF:6)- 500 damage/3 EN [+10%] Beam Saber (BM)- 1400 damage [+0%] God Shadow Assault (SX:6)- 600 damage/4 EN [+0%] God Finger (B)- 4500 damage, 25 EN/attack [+20%] God Finger Funnels (BX:2)- 2400 damage/15 EN. Req: Psychic Energy [+0%] [table=Stats and Modifiers:] HP: 4400/4400 EN: 156/180 AGI: 250 God Shadow: 0/5 Will: 1/10 DP: 3000/3000 AP: 100/100 Anti-Beam Coating: Automatically negate the first 1500 damage in a single attack phase. Negation only applies to (B)-Type, non- attacks. Each time you are attacked for more than Anti-Beam Coating can negate, reduce the amount Anti-Beam Coating can negate by 100. When the amount negatable reaches 0, this ability is disabled. Flash System v2: Pilots with Psychic Energy gain: Dodge Cost -15%, Target's Dodge Cost +20%. Dodge Cost: Pilot Modifiers: -15% (Pilot Attribute) -10% (Genius) -10% (Evasive Mobile Suit Specialization: Level 3) Item Modifiers: -15% (Flash System) Target Dodge Cost: +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +20% (Flash System) +15% (Evasive Mobile Suit Specialization: Level 3) +10% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Newtype) +5% (Genius) Damage: +50% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +30% (Evasive Mobile Suit Specialization: Level 3) +30% on (Pilot Attribute) +25% on Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. (Grapple Sensor) +5% (Genius) Allelujah’s Spirit Command (80/80): Greater Duty Haro’s Spirit Commands (260/260): Great Effort Lucky Greater Perserverance Greater Duty Resupply Abilities: Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy. Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn. Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack. Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead. [/td][/table]