Revenant

Level: 75

HP: 21,500 (26,500 w/Level 5 Body Evo-Shield)

Attack: 450

Right Hand of the Hassan: 100 (1,050) [3,150] {9,450} {14,175}

Revenant’s Simulacrum Claws: 100 (1,050) [3,150] {9,450} {14,175}

Defense: 240

Revenant’s Stalker Chassis: 100 (420)

Level 5 Body Evo-Shield: 100 (180) {600}

Agility: 265

Skill: 275

Speed: 260 (270 w/”Weapon-Free“)

Movement: 8

Items:

Right Hand of the Hassan: A cruel and vicious energy that marks the right hand. This dark energy allows the wielders claw attacks to strike intangible enemies, even through other realities. This weapon always strikes for the heart and always strikes true. If an attack misses, this unit may attempt to make another attack. Base 100 Claw-type damage.

Revenant’s Simulacrum Claws: Vicious weapons built into the robotic body of this simulacrum. These claws boasts devastating slashing and piercing power while still maintaining the dexterity of normal hands. Does not interfere with “Proficiency” or “Weaponized Body” when used with a firearm. Ignores 50% of armor. Attacks twice. Deals 100 Slash or Pierce-type damage.

Revenant’s Stalker Chassis: +10 Agility. An intimidating set of blood-red armor. Fortified with Durasteel and Ballistic Plating, this chassis is heavily armored while still maintaining a discreet figure, perfect for a front-line assassin. Grants resistance to Slash, Bullet, and Energy-type damage. Base 100 Armor.

Level 5 Body Evo-Shield: An immensely powerful Overshield. Boosted by Energy proficiency and items. Base 5,000 HP. Base 100 Armor.

1- Ultimate Accelerant: A powerful item that completely refreshes all cooldown times on abilities (excluding per battle, day, week, etc.). Takes a turn to use.

2- Shield Battery: A battery used to charge Overshields. Completely restores damaged Overshields. Takes a turn to use.

2- Med-Kit: A pack of first aid items that can be used to restore health. Completely restores HP if Overshield is fully charged, otherwise restore 40%. Takes a turn to use.

Abilities:

Death Totem: Revenant Signature Ability. Once per battle, this unit may take a turn to place down a Death Totem. This allows any unit to take a subaction to activate the totem. Once a unit activates the totem, they will turn into a shade. While in this form, units may not heal and have no Defense or armor; however, their movement is increased by +2. If affected units are defeated in this form, they will warp back to the totem with half health. If the duration of the totem wears out before any affected unit is defeated, they will simply revert back to their normal state. If the totem is out of perception range, it can reactivate “Conceal Presence“. Lasts 3 turns. Costs 10 exp

Silence: Revenant Signature Ability. 1-2 range. Once every 3 turns, this unit may take a subaction to throw a grenade that locks all activatable abilities, both active (“Sword Assault“) and passive (“Aegis“). Any unit adjacent to where the grenade lands will be unable to use their activatable abilities for 5 turns. Costs 6 exp

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. 3 exp

Bloodlust: If this character defeats a foe, they will then add 0.5x the number of the defeated enemy’s Level to their base Attack. This boost will last until the end of the day or until the end of the battle. 5 exp

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away (3 at night). 1 exp

Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp

Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp

Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. 2 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Hand to Claw Combat: Unit may use claws during martial attacks. This adds claw skill damage to martial damage. Does not affect Proficiency. Cost 2 exp and Ascended

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs 2 exp

Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp

Perfect Strike: This unit may take a turn to prepare a precise and powerful strike. If the attack lands, it will deal 3x damage. Cannot be used with Activatable Abilities. This can be done 3 times per battle. 5 exp

Pouring Wounds: This character can rip into enemies, giving them a Bleeding status. This ability activates randomly on some physical attacks. The ability will cause a wound 40% of the time. This ability only activates on physical attacks. 3 exp

Proficiency (II): If this unit uses a single Attack-type, they will triple their damage with that Damage-type. 12

Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. Costs 4 pg

Weaponized Body (III): If using only bodily attacks, multiply damage by x3. 8 exp

Weapon-Free: If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base Speed. Cost 2 exp

Proficiency:

2AA Claw: 200 (400)

1AA Martial: 100

5A Armor: 80

Extreme Weak to Plasma. Weak to Explosion. Resist Body-type.

Caps:

HP: Normal
Attack: 750
Defense: 400
Agility: 390
Skill: 400
Speed: 385

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