Largo

Steel Ravens

18 posts in this topic

Lilith
Current Max SP:128
Maximum SP Cap:200
Pilot level:8
Affiliation:Liaison, Valkyrie Command
Callsign:Phoenix
Theme Song: Rock Me

History:
Constantine's estranged wife. Thinking her husband killed, she devoted her life to defending the Exiles from a xenophobic Earth. A heavy assault on the Proxima jumpgate caused massive injuries forcing full cybernetic conversion to save her life.

Stats:
Dodge Cost: -20%
Countercut Cost: 7 AP
Countershoot Cost: 4 AP

Critical Class: Active
10 AP=Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:
Accuracy Level 4: Target's Dodge Cost +25%, Countershoot Cost -3
Evade Level 2: Dodge Cost -10%

Will Gauge Class: Active (Main)
2 Will
Barrel Roll:Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.
3Will
Lock On:The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
4Will
Entrenchment:Damage Received -40% and Target's Dodge Cost +50% for one turn.
Volley: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.

Skills:
Gunfight Class: Passive (Main)
Level 2: [+]-type Weapons gain Damage +20% and Target's Dodge Cost +5%
Genius Class: Passive (Main)
Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
Recognition Class: Active
Dodge Cost -5% and Target's Dodge Cost +15%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free.
Lucky Lv1 Class: Passive (Main)
Evade an attack phase that is partially or fully directed at you. The next attack phase you make this turn is considered to be under the effects of Critical at no cost and gains Accuracy +25%. This is an evasive secondary defense. Charge (6)

Spirit Commands
Concentrate Lv1:For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%. 15 SP.
Great Effort Lv1:User's PP gain is doubled at the end of the battle regardless of the result. 20 SP
Perserverance Lv1:Recover 30% of your maximum HP. 20 SP

------------
PP Allocation:
Credit:
1000 - starting kit thingie.
600 - class purchase thingie.
190 - The Eternal Battlefield
10 - Maximilian Jenius Combat Training reward
1000 - Base Defence Duty
90 - Strike Duel
225 - Mad Max
188 - Welcome to simchamber.net
252 - ACME test area
270 - Clocking the Fairy
40 - Leave Tokyo Alone
210 - Battle At Sesame Street
576 - Winning Love By Daylight
288 - Crashing the Tour de France

Debit:
400 - lvl 4 accuracy
200 - lvl 2 evade
700 - lvl 2 gunfight
150 - Concentrate Lv1
800 - Genius
500 - Great Effort Lv1
200 - Perserverance Lv1
500 - Recognition
300 - Lucky Lv1
================
net:1189 PP

Edited by Largo

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Claimed Achievements list:
Post-Based Achievements
Nameless Ace
Skull Leader
White Wolf
Crimson Lightning
White Devil
Red Comet
Club Ace

Jack in Dia

Queen the Spade

Black Joker

King of Hearts

Great Hero

King of Braves


Time Based:
Private
Corporal

Sergeant

Ensign

Lieutenant

Captain

 

SimChamber Wars-based Achievements

Welcome to Fantasia (pending)

 

Duel Arena Battle-based Achievements

Badlands Trophy

 

Training/Exhibition Match-based Achievements
Maximilian Jenius Combat Training

Purchasing-based Achievements
Photon Laboratory
Black Knights

SimChamber Battle-based Achievements
Badlands Trophy

Combat-Based Achievements
Sniper Wolf
What INT Score?
David v. Goliath
Nuke 'em From Orbit
I Love The Smell Of Napalm In The Morning
Since I Can't Fly. At All

Achievement-based Achievements
Achiever

Pilot Achievements
Split Personality

Edited by Largo

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Constantine Largo
Level:6
Current Max SP: 120
Maximum SP Cap: 200
Affiliation:Independent Troubleshooter, Deathwatch
Callsign:Sentinel

Theme Song: Oblivion

History:
Hero, Guardian, Visionary, Terrorist, Killer. These are some of the many descriptions of the man who founded both Eden and New Eden, and single-handedly engaging the Earthforce fleet long enough for the Exodus to flee Sol system.But then, how would you act if that cost you your homeland, your family and almost your life?

Trapped in a drifting cryo pod, the civil rescue team who recovered his pod thought it was just residual cryo syndrome when the person they decanted said he was the legendary Constantine Largo.

Making his way thru the Rim worlds as a mercenary, his reunion with his wife was on the receiving end of a planetary bombardment.

- Dodge Cost -0%
- Countercut Cost: 7 AP
- Countershoot Cost: 4 AP

- Critical
Class: Active
10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.
RANGE
Level 4: [+]-type Weapon Damage +45%, Countershoot Cost -3

DEFENSE (Reduces damage received)
Level 2: Damage Received -10%
Will Gauge
Class: Active (Main)

Special Cost
2 Will
Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
3 Will
* Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
4 Will
* 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.

Skills:
Newtype Class: Passive (Sub)
Gain Psychic Energy. Gain Target's Dodge Cost +5%
Revenge Class: Passive (Main)
Level 1:Damage dealt +25% against all units that attacked you this turn.
Gunfight Class: Passive (Main)
Level 1: [+]-type Weapons gain Damage +10%
OS Customization Class: Active
-Accuracy +10%
-Weapon Damage +10%
Charge (4) to activate.
Spirit Commands
Direct Attack Lv1
SP Cost: 25 SP

------------
PP Allocation:
Credit:
1000 - subclass thingie.
600 - class purchase thingie.
252 - ACME test area
270 - Clocking the Fairy
100 - Split Personality
100 - Planet Terror
100 - Zonder Regris
100 - Floating PP from the VS Pilot Event
25 - Floating PP from VS Pilot Event Round 2
20 - Leave Tokyo Alone
288 - Testing 123
105 - Battle At Sesame Street
288 - Winning Love By Daylight
288 - Crashing the Tour de France


Debit:
400 - lvl 4 range
200 - lvl 2 defense
400 - Newtype
200 - Direct Attack
500 - Revenge
300 - Gunfight Lv1
500 - OS Customization Lv 2
============
net:748 PP

Edited by Largo

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Shard (Green Haro)
Level:3
Current Max SP: 108
Maximum SP Cap: 200

- Dodge Cost -0%
- Countercut Cost: 7 AP
- Countershoot Cost: 7 AP

- Critical
Class: Active
10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.
Will Gauge
Class: Active (Main)

Special Cost
3 Will
Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.
Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
4 Will
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.
5 Will
Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%
Skills:

Eternal Mascot: Class: Sidekick
Gain Dodge Cost -10% and Target's Dodge Cost +20%

Spirit Commands
------------
PP Allocation:
Credit:
100 - Zonder Regris
40 - Leave Tokyo Alone
210 - Battle At Sesame Street
576 - Winning Love By Daylight
288 - Crashing the Tour de France

Debit:
============
net:1214 PP

Edited by Largo

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Vector (8)

This Sidekick can be a Main Pilot

Level:5

Current Max SP: 116

Maximum SP Cap: 200

- Dodge Cost -0%

- Countercut Cost: 7 AP

- Countershoot Cost: 7 AP

- Critical

Class: Active

10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Evade 1

Will Gauge

Class: Active (Main)

Special Cost

3 Will

Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

4 Will

Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

5 Will

Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%

Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

Skills:

Auto-Pilot: Class: Sidekick

During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

Spirit Commands

Scan Lv1

SP Cost: 10 SP

Accelerate Lv1

SP Cost: 5 SP

Sure Hit Lv1

SP Cost: 25 SP

Snipe Attack Lv1

SP Cost: 30 SP

Direct Attack Lv1

SP Cost: 25 SP

Exhaust Lv1

SP Cost: 50 SP

------------

PP Allocation:

Credit:

20 - Leave Tokyo Alone

105 - Battle At Sesame Street

360 - Winning Love By Daylight

Debit:

============

net:485 PP

Edited by Largo

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Ashley Rosenkraust
Level:4
Current Max SP: 112
Maximum SP Cap: 200
Affliation:Paladin of Rock, Church of Elvis
Callsign:Siren
Theme Song:



History:

- Dodge Cost -20%
- Countercut Cost: 7 AP
- Countershoot Cost: 4 AP

- Critical
Class: Active
10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.
EVADE
Level 4: Dodge Cost -20%

DEFENSE (Reduces damage received)
Level 2: Damage Received -10%

Will Gauge
Class: Active (Main)

Special Cost
2 Will
* Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.
3 Will
* Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.Barriers.
* Distracting Performance: Costs 3 Will. Disables all attack phases of a single target for one turn. Requires Singer. This is considered a Status Attack.
4 Will
* Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

Skills:
Anima Spiritia Boost Class: Passive (Main)
Level 2: Maximum Song EN +30, Starting Song EN +15, [M]-type Weapon Damage +20%

Spirit Commands
Flash Lv2
SP Cost: 15 SP


------------
PP Allocation:
Credit:
1000 - subclass thingie.
600 - class purchase thingie.
360 - Winning Love By Daylight
288 - Crashing the Tour de France

Debit:
400 - Lv 4 Evade
200 - Lv 2 Defense
700 - Anima Spiritia Boost Lv2
300 - Flash Lv2

Net:648 PP
Edited by Largo

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HAL9000v2.5 (Psycho Haro)

Level:8 (3800 PP)

Current Max SP:132

Max SP Cap:200

- Dodge Cost -0%

- Countercut Cost: 7 AP

- Countershoot Cost: 7 AP

- Critical

Class: Active

10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

- None

Will Gauge

Class: Active (Main)

Special Cost

3 Will

Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

Lock On:Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

5 Will

Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%

Fast Combat: Costs 5 Will. Gain 1 additional Attack Phase this turn.

Skills:

Psychosis Induction:(Cost: 1500 PP) Class: Sidekick

- Weapon Damage +150%

- Damage Received +70%

Spirit Commands

Hot Blood Lv3

SP Cost: 60 SP

Assail Lv1

SP Cost: 20 SP

Rage Lv1

SP Cost: 80 SP

Resist Lv1

SP Cost: 10 SP

Edited by Largo

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Lilith
SP:150

AP:55
Pilot level:11
Affiliation:Liaison, Valkyrie Command
Callsign:Phoenix
Theme Song: Rock Me

History:
Constantine's estranged wife. Thinking her husband killed, she devoted her life to defending the Exiles from a xenophobic Earth. A heavy assault on the Proxima jumpgate caused massive injuries forcing full cybernetic conversion to save her life. 
 
Class: Anti-Hero

 

Attributes:
 
Melee:3
Range:6
Defense:3
Mobility:8
Skill:1
 
Starting Attribute Bonuses: +1 to all Attributes at level 1.
Morale Charge: Morale cost of all Will Commands and (H) attacks reduced by 5, to a minimum of 10.
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Heroic Training: This class gains more skills than others.
 
Skills:

1: Newtype (+1 Mobility Attribute, +20% Weapon Accuracy, Element: Psychic weapon damage +10% [Level 8]) [Transhuman/Psychic]
1: Unnatural Luck Does nothing until Lvl 14.

4: Avoidance +2 Mobility [Level 7]

5: Guard +2 Defense [Level 7]

 

8: 

9: 

 

Seishin:
 

1: Vigor 

-Recover 25% of your maximum HP. Costs 20 SP [Level 1 (L1)]

-Recover 40% of your maximum HP. Costs 35 SP [Level 10 (L2)]

2: Hot Blood

-All Weapon Damage +50% for your next attack phase taken this turn. 20 SP [Level 2 (L1)]

-All Weapon Damage +100% for your next attack phase taken this turn. Costs 40 SP [Level 8 (L2)]

6: Charge

-You and all pilots in your unit gain 10 Morale and all Charge and counter-based abilities have their counters increased by 1. 25 SP [Level 1 (L1)]

-You and all pilots in your unit gain 20 Morale and all Charge and counter-based abilities have their counters increased by 2. 45 SP [Level 7(L2)]

 

Will:
 

1: Premonition of Danger (Gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. 10 Morale.)
1: Melee Focus (For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Melee attribute is considered 2 higher. Costs 10 Morale.)
1: Defense Focus (Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.)
1: Rush (Gain one (1) additional attack phase this turn. During this attack phase, you may only use [F]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 60%. Costs 45 Morale. [Level 7])

9: Heroic Resolve (While in your Unit of Choice, the first time this turn an attack would reduce you to below 10 HP or DP, that attack reduces you to 10 HP or DP instead. 35 Morale to activate[Level 9])

 

Techniques:

 

3: Shield Crush (When using this attack you may pay 10 additional EN to give the attack Shield Pierce, One [F]-type weapon, chosen at deployment)

7: Hyper Charge (When using this attack you may pay 10 additional EN to make the attack unable to be Countercut, One non-MAP (M)-type weapon, chosen at deployment)

 

Ace Bonus:

 

10: Extreme Aggression (As long as you have over 130 Morale, all weapons on your unit have their base damage rating increased by 300)

 

XP Allocation:
 

Credit:
 

1000 - starting kit thingie.
600 - class purchase thingie.
190 - The Eternal Battlefield
10 - Maximilian Jenius Combat Training reward
1000 - Base Defence Duty
90 - Strike Duel
225 - Mad Max
188 - Welcome to simchamber.net
252 - ACME test area
270 - Clocking the Fairy
40 - Leave Tokyo Alone
210 - Battle At Sesame Street
576 - Winning Love By Daylight
288 - Crashing the Tour de France

100 - Rumble in the Bronx

100 - Street Fight

Total: 5139

Edited by Largo

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Constantine Largo
SP:135

AP:75

Level:8
Affiliation:Independent Troubleshooter, Deathwatch
Callsign:Sentinel

Theme Song: Oblivion

History:
Hero, Guardian, Visionary, Terrorist, Killer. These are some of the many descriptions of the man who founded both Eden and New Eden, and single-handedly engaging the Earthforce fleet long enough for the Exodus to flee Sol system.But then, how would you act if that cost you your homeland, your family and almost your life?

Trapped in a drifting cryo pod, the civil rescue team who recovered his pod thought it was just residual cryo syndrome when the person they decanted said he was the legendary Constantine Largo.

Making his way thru the Rim worlds as a mercenary, his reunion with his wife was on a planet on the receiving end of an orbital bombardment.

 

Class: Ace Pilot

Attributes:
 
Melee:1
Range:10
Defense:-1
Mobility:9
Skill:5
 
Starting Attribute Bonuses: +1 to all Attributes at level 1.
Morale Charge: Morale cost of all Will Commands and (H) attacks reduced by 5, to a minimum of 10.
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Heroic Training: This class gains more skills than others.
 
Skills:

1: Genius (+2 Melee and Range Attributes. +1 Mobility Attribute [Level 8])
1: Newtype (+1 Mobility Attribute, +20% Weapon Accuracy, Element: Psychic weapon damage +10% [Level 8])
4: Gunfight (+2 Range Attribute [Level 7])

5: Ace Custom

-Base DP increased by 10%.

8: Avoidance (+2 Mobility Attribute [Level 7])

 

Seishin:
 

1: Duty 

-Recover 25% of your maximum DP. Costs 20 SP.[Level 1 (L1)]
2: Hot Blood

- All Weapon Damage +50% for your next attack phase taken this turn. Costs 20 SP.[Level 2 (L1)]

- All Weapon Damage +100% for your next attack phase taken this turn. Costs 40 SP.[Level 8 (L2)]

6: Gain

- User and all pilots within the user's unit have their after battle pilot experience gain doubled. Costs 20 SP.[Level 2 (L1)]

 

Will:
 

1: Insightful Maneuver (Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. 10 Morale.)
1: Ranged Focus (For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Range attribute is considered 2 higher. Costs 10 Morale.)
1: Volley (Gain one (1) additional attack phase this turn. During this attack phase, you may only use [+]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 60%. Costs 45 Morale.[Level 7])
1: Mobility Focus (Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.)

 

Techniques:

3: Smoke Screen (Gain X) Countermeasures: Chosen Weapon. The Countermeasures provided by this ability only provides half the normal number of uses, An Element: Missile or Element: Bullet weapon)

7: Empowered Attack (When using the attack you may pay 10 Morale. If you do the chosen attack gains Req: (Psychic), Element: (Psychic) and +10% damage and accuracy, One weapon, chosen at deployment. The weapon cannot have a skill usage requirement)

 

XP Allocation:
 

Credit:
 

1000 - subclass thingie.
600 - class purchase thingie.
252 - ACME test area
270 - Clocking the Fairy
100 - Split Personality
100 - Planet Terror
100 - Zonder Regris
100 - Floating PP from the VS Pilot Event
25 - Floating PP from VS Pilot Event Round 2
20 - Leave Tokyo Alone
288 - Testing 123
105 - Battle At Sesame Street
288 - Winning Love By Daylight
288 - Crashing the Tour de France

100 - Rumble in the Bronx

100 - Street Fight
100 - Run Forest Run!

100 - We're in Tokyo...Where is Godzilla?

100 - All your base are belong to us

 

Total: 3536

Edited by Largo

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Ashley Rosenkraust
SP:120

AP:70
Level:5
Affliation:Paladin of Rock, Church of Elvis
Callsign:Siren
Theme Song: Rockin' in the free world

History:
 
Class: Singer
Attributes:
 
Melee:-2
Range:-2
Defense:7

Mobility:7
Skill:4
 

 
Starting Attribute Bonuses: +2 Mobility, +2 Defense Attributes at level 1.
Morale Charge: Gain 5 Morale whenever you use your attack phase to use a Recovery or a [M]-type attack. In addition, the Morale loss on the allied unit for receiving Resupply is reduced by 5.
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Spotter: You may pay 5 AP to make one target enemy that is in the same terrain as you considered to be one terrain closer to your allies for purposes of range penalties.
Non-Combatant: If you did not attack an enemy in the previous turn, gain 10% of your max HP and DP as Temporary HP and DP. The Temporary HP and DP granted by this ability is removed at the end of your turn.
 
Skills:
1: Hard Worker (+50% XP)

4: Song Memory (Choose 1 CD. You are always considered to have this/these CD equipped when in units with the Sound Energy System. It does not take up your Sound Energy System CD slots.[Level 4])

-[M] Totsugeki Love Heart- 375 damage, 320 accuracy, Morale Boost L2, 30 Song EN/attack Element: Sonic, Music

5: Concentration (Spirit Command Cost -5% [Level 5])

 

Seishin:
1: Passion 

-Recover 50 Song EN. Costs 25 SP [Level 1 (L1)]

2: Scan 

-For a single turn all attacks your allies make against the targeted enemy have thier accuracy increased by 10%. 20 SP [Level 2 (L1)]
 
Will:
1: Mobility Focus (Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.)
1: Defense Focus (Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.)
1: Countercut (Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale)

1: Countershoot (Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS]  weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale)

 

Techniques:

3: Song Memory

-[M] Try Again- 1200 damage, 800 accuracy, Defense Boost L1, Mobility Boost L1, Accuracy Boost L1, Attack Boost L1, Skill Boost L1, 50 Song EN/attack Element: Sonic, Music
 

XP Allocation:
 

Credit:
 

1000 - subclass thingie.
600 - class purchase thingie.
360 - Winning Love By Daylight
288 - Crashing the Tour de France

150 - Rumble in the Bronx

150 - Street Fight

100 - Run Forest Run!

100 - All your base are belong to us

 

Total: 2248

Edited by Largo

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Prancer (Santa Haro)

 

Class: Sidekick

 

Level: 1

 

SP: 40

SP Per Level: 2

 

Spirit Commands

Skills

 

Mechanical
Class: Passive (Main)

Santa Haro is Mechanical.

 

Spirit of the Season 
Class: Sidekick

You may use your perishable items on allied units.

 

Sack of Toys 
Class: Sidekick
Requires Level 8

Equipped unit gains an extra Item Slot. This item slot may only be used to equip Perishable-class items and items must still meet the rank limit of the fight.

 

--------------------

XP Allocation:

100 - Run around Side 6

100 - Street Fight

Edited by Largo

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Milien Sterling

SP:100

AP:75
Level:1
Affliation:

Callsign: Hellfire

Theme Song:

History:
 
Class: Artillery Specialist

 

Attributes:
 
Melee:-1
Range:10

Defense:-2

Mobility:4
Skill:5

 

Starting Attribute Bonuses: +3 Range Attribute at level 1.
Morale Charge: Morale cost to use Countershoot decreased by 5, to a minimum of 10 (applied before any reduction from Skill)
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Gunfight:: Gain the Gunfight skill as a bonus skill for free.
Countershoot: Countershoot

 

Skills:

1: Genius (+1 Melee and Range Attributes [Level 1])

1: Gunfight (Gain 1 Range Attribute [Level 1])

 

Seishin:

1: Focus (Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%. Costs 15 SP [Level 1 (L1)])

 

Will Commands:

1: Countershoot (Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS]  weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale [Level 1])

1: Ranged Focus (For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Range attribute is considered 2 higher. Costs 10 Morale.)

1: Barrage (Choose one (X) or (V) attack on this unit when casting this Will Command. The limit on the attack is increased by 20% for your next attack phase with that weapon. Costs 20 Morale. [Level 1])

1: Missile Lock (Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 levels higher for purposes of determining the cost of the Countershoot Will Command. Costs 5 Morale. [Level 1])

1: Itano Circus (Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 levels higher for purposes of determining the cost of the Countercut Will Command. Costs 5 Morale. [Level 1])

---------------------

XP Allocation:

100 - Whack-a-Ton 

100 - Run around Side 6

100 - Street Fight

100 - Run Forest Run!

100 - We're in Tokyo...Where is Godzilla?

100 - All your base are belong to us

Edited by Largo

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Janus Stromh

SP:100

AP:75
Level:1
Affliation:

Callsign: Immortal

Theme Song:

History:
 
Class: Tank

 

Attributes:
 
Melee:1
Range:-1

Defense:8

Mobility:3
Skill:5

 

Starting Attribute Bonuses: +3 Defense Attribute at level 1.
Morale Charge: While under 50% HP, gain an additional 5 Morale each turn.
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Shield Brother: Upon deployment, you can designate one ally as a Shield Brother. You can always Support Defend your Shield Brother, even if you Support Defend another ally this turn. This does not overwrite any effect that prevents Support Defense, however.
Steadfast Potential: If your HP drops below 50%, gain 20% of your maximum HP in Temporary HP. This ability triggers every time your HP goes below 50%, but it must go above 75% before it can trigger again.

 

Skills:

1: Brave (+1 Melee and Range Attributes [Level 1])

 

Seishin:

1: Iron Wall (Reduce the damage of all attack phases you receive this turn by 25%. Costs 15 SP [Level 1 (L1)])

 

Will Commands:

1: Defense Focus (Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale)

1: Knock Aside (Reduce the Weapon Damage of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale [Level 1])

1: Shoot Down (Reduce the Weapon Damage of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale [Level 1])

1: Premonition of Danger (Gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Costs 20 Morale)

---------------------

XP Allocation:

100 - Whack-a-Ton

100 - Rumble in the Bronx

100 - Run around Side 6

100 - Street Fight

100 - Run Forest Run!

100 - We're in Tokyo...Where is Godzilla?

100 - All your base are belong to us

Edited by Largo

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Julius Sterling

 

SP:100

AP:75
Level:1
Affliation:

Callsign: Vanguard

Theme Song:

History:
 
Class: Brawler

 

Attributes:
 
Melee:10
Range:1

Defense:0

Mobility:2
Skill:5

 

Starting Attribute Bonuses: +3 Melee Attribute at level 1.
Morale Charge: Morale cost to use Countercut is decreased by 5, to a minimum of 10 (applied before any reduction from Skill)
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Infight: Brawlers gain the Infight skill for free at level 1.
Countercut: Knock Aside

 

Skills:

1: Genius (+1 Melee and Range Attributes [Level 1])

1: Infight (Gain 1 Melee Attribute [Level 1])

 

Seishin:

1: Duty

- Recover 25% of your maximum DP. 20 SP [Level 1 (L1)]

 

Will Commands:

1: Countercut (Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). 20 Morale [Level 1])

1: Insightful Maneuver (Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. 20 Morale)

1: Rush (Gain one (1) additional attack phase this turn. During this attack phase, you may only use [F]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. 50 Morale [Level 1])

1: Riposte (Reduce the damage and accuracy of a single (M) attack phase targeting you this turn by 50%. You gain an additional attack phase this turn that can only be used against the unit who used the attack you negated. Within this attack phase, you can only use one of your unit's [CC] weapons, and it's Weapon Damage and Accuracy are reduced by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled.

Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 5 Morale). 30 Morale [Level 1])

1: Melee Focus (For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Melee attribute is considered 2 higher. Costs 10 Morale)

 

Techniques:

---------------------

XP Allocation:

100 - Whack-a-Ton

100 - Run around Side 6

100 - Street Fight

100 - Run Forest Run!

100 - We're in Tokyo...Where is Godzilla?

100 - All your base are belong to us

Edited by Largo

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Karl Marks

 

SP:100

AP:60
Level:1
Affliation:

Callsign: Patches

Theme Song:

History:
 
Class: Engineer

 

Attributes:
 
Melee:0

Range:0

Defense:7

Mobility:7
Skill:2

 

Starting Attribute Bonuses: +2 Mobility, +2 Defense Attributes at level 1.
Morale Charge: Gain 5 Morale whenever you use your attack phase to use a Recovery or a [M]-type attack. In addition, the Morale loss on the allied unit for receiving Resupply is reduced by 5.
Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Spotter: You may pay 5 AP to make one target enemy that is in the same terrain as you considered to be one terrain closer to your allies for purposes of range penalties.
Non-Combatant: If you did not attack an enemy in the previous turn, gain 10% of your max HP and DP as Temporary HP and DP. The Temporary HP and DP granted by this ability is removed at the end of your turn.

 

Skills:

1: Hard Worker (Pilot Exp Rewards at end of battle are increased by 50%)

 

Seishin:

1: Trust

-Casts Vigor L1 (Recover 25% of your maximum HP) on yourself or target ally. 30 SP [Level 1 (L1)]

 

Will Commands:

1: Countercut (Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). 20 Morale [Level 1])

1: Cover (Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of an incoming attack's damage is improved by 15% (IE a if an effect reduces damage by 20%, cover increases that eduction to -35%). 20 Morale)

1: Elude (Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of incoming accuracy is improved by 15% (IE an effect reduces incoming accuracy by 20%, using Elude will increase that to -35%). 20 Morale)

1: Knock Aside (Reduce the Weapon Damage of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). 20 Morale [Level 1])

 

Techniques:

---------------------

XP Allocation:

150 - Whack-a-Ton

150 - Rumble in the Bronx

150 - Run around Side 6

150 - Street Fight

100 - Run Forest Run!

100 - We're in Tokyo...Where is Godzilla?

100 - All your base are belong to us

Edited by Largo

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Shard (Green Haro)

 

Level: 3

SP: 54
SP Per Level: 2

Class: Sidekick

 

Spirit Commands

  • Focus
  • (Any Spirit Command) (Requires Level 6)
  • (Any Spirit Command) (Requires Level 10)
  • (Any Spirit Command) (Requires Level 14)

Skills

 

Mechanical
Class: Passive (Main)

Green Haro is Mechanical.

 

Eternal Mascot 
Class: Sidekick 
Requires Level 3

Gain the following bonuses at the specified levels:

  • Level 3: Unit's Base DP +5%. Weapon Accuracy +5%.
  • Level 9: Unit's Base DP +10%. Weapon Accuracy +10%.
  • Level 15: Unit's Base DP +15%. Weapon Accuracy +15%.

Any Skill
Requires Level 7

 

Any Skill
Requires Level 13

 

------------

XP Allocation:
Credit:
100 - Zonder Regris
40 - Leave Tokyo Alone
210 - Battle At Sesame Street
576 - Winning Love By Daylight
288 - Crashing the Tour de France

Debit:
============
net:1214 XP 

Edited by Largo

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