Sign in to follow this  
Followers 0
Melissa Calhoun

Canada's 4th Mecha Division

7 posts in this topic

Aura Battler

(Melissa Calhoun, Hero Base Class)

Level 4

(487/500)


MEL: +5
RNG: +1
DEF: +0
MOB: +6
SKL: +6


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.


Skills
-Countercut Mastery (Passive): When using the Countercut Will Command, your Skill Attribute is considered one (1) level higher.
-Unit Specialization (Aura Battler) (Passive): +1 Melee and Range Attributes when piloting a unit of the chosen type.

-Ninja (Passive): +1 Mobility Attribute. Illusion effectiveness +10%.


Spirits (115/115 Sp)
-Accelerate (5 Sp): Reduce the cost to move to another terrain by 10 EN, to a minimum of 0.

-Intuition L1 (20 Sp): Cast Sure Hit L1 and Flash L1 on yourself.

 

Techniques

-Hyper Charge: When using this attack you may pay 10 additional EN to make the attack unable to be Countercut.


Will Commands
-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 15 Morale.


-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%).  Costs 15 Morale.


-Premonition of Danger: Gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Costs 15 Morale.


-Insightful Maneuver: Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Costs 15 Morale.

 

 

Bio

Forthcoming.

 

Experience

http://z9.invisionfr...wtopic=470&st=0 1,623 (Formerly Dynamic Pilot)

+125 (Is that a Zonder...? ROBOT ZOMBIES!!!!!!!! http://simchamber.net/index.php/topic/8251-is-that-a-zonder-robot-zombies/page-2#entry180927 )

+100 (Rockin' Out At The Base)

+100 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Banchou
(Tonta Kuldrann, Defender Base Class)

Level 16

(262/500)


Melee +4
Range -2
Defense +12
Mobility -2
Skill +5

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
-Close Combat: +20% Weapon Damage, +1 Defense Attribute.

-Guard (Passive): +3 Defense Attribute.
-Armor Reinforcement (Passive): +20% Armor and S. Armor Negation.

-Barrier Improvement (Class Passive): +30% Barrier Negation.

-Shield Tempering (Class Passive): +5 Shield Uses.

-Improved Potential (Class Passive): Steadfast Potential Grants 30% Temporary Hp Instead.

 


Spirits (175/175 Sp)

-Iron Wall L3 (40 Sp): Reduces damage of all attack phases you receive this turn by 75%.

-Vigor L2 (35 Sp): Recovers 40% Maximum Hp

-Sure Hit L2 (40 Sp): All Weapon Accuracy +100% for your next attack phase taken this turn.

-Charge L3 (65 Sp): You and all pilots in your unit gain 30 Morale and all Charge and counter-based abilities have their counters increased by 3.

-Prayer L2 (25 Sp): Remove a L2 status effect or up to 3 L1 status effects on yourself or target ally.

 

Techniques

-Over Boost: Sacrifice your attack phase. Next turn, gain 10% Temporary HP and DP. This ability does not stack with itself.

-Sword Shield: Gain X) Shield: Chosen Weapon. The Shield provided by this ability only provides half the normal number of shields.

-Counter Zone: Pay 30 AP during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies in this terrain now target you instead.

-Draw Fire: Pay 30 AP during your Defense Phase. This turn, all [+]-type attacks currently targeting your allies in this terrain now target you instead.

 

Ace Bonus

-Spirited Defender: Recover 2 SP whenever you are hit by an enemy attack. This ability can only trigger once per turn. This Ace Bonus also applies when you are not the main pilot but only applies to the pilot who has this ace bonus.


Will Commands

-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.

 

-Premonition of Danger [E]: Gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Costs 20 Morale.

 

-Knock Aside [E]: 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 10 Morale.

 

-Cover [E]: 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%, elude increases that eduction to -35%). Costs 20 Morale.

 

-Impervious [E]: Caps all damage recieved at 1000 for 30 Morale.

 

Experience

http://z9.invisionfree.com/scver2/index.php?showtopic=470&st=0 7,462 (Formerly Tensai)

+100 (Rockin' Out At The Base)

+200 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Dollmaster
(Commander)

Level 8

(300/500)


Melee 0
Range 5
Defense 0
Mobility 5
Skill 5

 

Starting Attribute Bonuses: +3 Skill Attribute at level 1.
Morale Charge: +5 Morale when using Assist Attack
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.
Support Attack: You may pay 10 AP to grant an ally who has not yet taken their turn an extra attack phase using a Element: Reaction weapon on your unit. This attack phase resolves before their normal attack phase and the resources are deducted in your next Regeneration phase. You may not use both this ability and Assist Attack in the same turn.
Leadership: Gain one of the following skills of your choice: Leadership.


Skills
-Charisma (Passive): The range of all Aura abilities you have are increased by 1.

-Enhanced Control (Passive): All summons controlled by this unit gain +1 Dodge and Defense Attribute, and +10% Weapon Accuracy.

 

-Improved Drones (Class Passive): All summons you control gain half your Attribute bonuses (ie, if you have +30% [F] damage and +10% DP from Attributes, the summons gain +15% [F] damage and +5% DP). These are still considered Attribute bonuses for determining bonus caps.

 

-Drone Assault Tactics (Class Passive): When attacking the same target that one of your summons also attacked, gain +10% Weapon Damage and Weapon Accuracy.

 

Spirits (100/100 Sp)

-Vanishing Body L1 (35 Sp): For one turn, your unit is considered to be under the effect of Invisibility.

-Grit L2 (25 Sp): Reduce incoming damage of all attacks you receive this turn by 30%. Damage of attacks you make this turn +30%.

-Gain L1 (20 Sp): User and all pilots within the user's unit have their after battle pilot experience gain doubled.

 

Techniques

-Clarity Inspiriation: +10% Accuracy During Critical (Aura 2)

-Ferocious Inspiration: +10% Damage During Critical (Aura 2)


Will Commands

-Directed Fire [E]: Allies Posting After you Gain +10% Accuracy for 15 Morale.
-Focused Fire [E]: Allies Posting After you Gain +10% Damage for 15 Morale.
-Skill Focus [E]: Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2. Costs 10 Morale.

 

-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 15 Morale.

 

-Target Weakness [E]: Choose One Enemy.  Allies Reduce Critical Cost on Single Attacks Vs. That Target by 3. Costs 20 Morale.

 

Experience

http://z9.invisionfr...wtopic=470&st=0 3,800 (Formerly Sei Senshi)

+100 (Rockin' Out At The Base)

+200 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Duelist

(Brawler)

Level 3

(126/500)

 


MEL 10
RNG -1
DEF 2
MOB 2
SKL 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: Brawlers gain the Countercut or the Knock Aside Will Command for free at level 1.

Skills
-Infight
-Brave

Spirit Commands
-Direct Attack
-Sure Hit

 

Techniques

-Rampage


Will Commands
-Countercut
-Knock Aside
-Riposte
-Melee Focus
-Defense Focus
-Elude

 

Experience

http://z9.invisionfree.com/scver2/index.php?showtopic=470&st=0 +926 (Former Psychodriver)

+200 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Sniper

(Gunfighter)

Level 3

(004/500)


MEL -1
RNG 10
DEF 2
MOB 2
SKI 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: This class gains the Countershoot or the Shoot Down Will Command for free.

Skills
-Gunfight
-Genius

Spirit Commands
-Sure Hit
-Hot Blood

 

Techniques

-Smokescreen


Will Commands
-Countershoot
-Barrage
-Range Focus
-Mobility Focus
-Elude

 

Experience

http://z9.invisionfr...wtopic=470&st=0 +914 (Former Yuusha)

+100 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Miku Hatsune

(Singer/Support)

Level 2

(350/500)


MEL -2
RNG-2
DEF 7
MOB 8
SKI 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
-Artificial Intelligence

Spirit Commands
-Gain (20 Sp)
-Trust (30 Sp)

Will Commands
-Mobility Focus
-Defense Focus
-Directed Fire
-Focus Fire

 

Experience

http://z9.invisionfr...wtopic=470&st=0 +650 (Former Newtype)

+200 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Co-Pilot

(Sub-Pilot)

Level 1

(200/500)


MEL -2
RNG 5
MOB 5
DEF 4
SKI -2

Starting Attribute Bonuses: None
Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.
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.
SP Up: At the below levels, gain additional max SP. This effect is cumulative.

    Level 1: +10

Skills
-Will+ (Hit)

Spirit Commands
-Luck (30 Sp)

Will Commands
-Mobility Focus
-Defense Focus
-Directed Fire
-Focus Fire

 

Experience

+200 (Downtown Throwdown)

Edited by Melissa Calhoun

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0