Hiccup

Level: 18

HP: 1,300

Attack: 22

Shortsword: 20 (42) [21] {11 when initiating attack}

Defense: 22

Balder Armor: 85 (127)

Agility: 36 (31)

Skill: 58 {63 on Toothless}

Speed: 36

Movement: 5

1.2/1.2/2/3.2/2

Items:

Steel Shortsword: A simple iron shortsword. Base 20 Slash-type damage.

Valka’s Breastplate: +5 Skill. This item, worn as a helmet, reminds Hiccup of his mother. Maybe disinfect it first? Base 5 armor.

Refurbished Balder Armor: -5 Agility. Armor worn by knights from the ancient kingdom of Balder. Remarkably durable. Grants resistance to Fire and Slash-type damage. Base 85 Armor

Abilities:

Hunter’s Sight: Vampiric Power. Once a day, this character can focus their predatory instincts to reveal hidden units. This will reveal all cloaked units within visual range. Also allows for constant night vision. This form can withstand sunlight and draws no attention to themselves. Cost: Stage 1 Vampirism

Night Fury Rider (II): Hiccup Signature Ability. This unit is an expert dragon handler and rider, especially so with Night Furies. The incredible bond with their Night Fury mount grants them incredible synergy while together. When this unit is riding their Night Fury (Toothless), they will increase their mount’s total damage by 50% (100%), their Agility, Skill, and Speed by +10 (+20), and their Movement by +3 (+5). Costs 10 exp

Friend of Dragons (II): Hiccup Signature Ability. All friendly dragons within 5 (10) spaces of this unit have their attack increased by 50% (100%). Any hostile dragons within 5 (10) spaces of this unit have their attack decreased by 25% (50%). Costs 8 exp

VICE- Pacifist: Deal 50% less damage when initiating an attack. -3 exp

VICE- Weak: Deal 50% less total damage. -5 exp

Dragon Whisperer: If this unit is riding a dragon, they may share any buffs and effects that the mount has active. Costs 3 exp

Clever Fighter: This unit will take half damage from activatable abilities such as “Sword Assault“, “Critical Hit“, “Backstab“, and so on. Costs 6 exp

Fire Weapon: This unit may use their turn to coat a pure melee weapon in flames. Adds Fire-type damage. Boosted by Fire-type items and proficiencies. Boosts damage by 25%. Lasts 5 turns. Costs 5 exp

Influence: This character’s influence score gained/applied to units of the same type (humans to humans, reptiles to reptiles, etc.), or are multiplied by 1.5x. Costs 2 exp

Repair: This unit may spend turns repairing items that are broken. This unit’s ability to repair depends on the character’s proficiency with the item being repaired. Typically takes 1-5 turns. Costs 2 exp

Steadfast: This unit will survive one lethal hit for each close ally in their party with 1 HP. Costs 4 exp

Strategic Fighter: This unit can reduce all enemy activation rates against this character by -30%. Costs 6 exp

Strategist: Remove a first level ability from a unit within 5 spaces. The unit cannot use that ability until this unit falls in battle, or the end of the battle. Strategist cannot remove an equal level Strategist. May only be used once per enemy. Does not work on signature or innate abilities. Costs 4 exp

Tinker: This unit can utilize their mechanical proficiency to create items (with the necessary materials). Costs 1 exp

Proficiency:

1 Sword: 0

1 Fire: 0

1 Mechanic: 0

5 Armor: 20

5 Influence: 20 (30)

Mild Weak to Fire and Explosion.

Caps:

HP: Small
Attack: 60
Defense: 60
Agility: 100
Skill: 165
Speed: 100

Leave a comment