Master Oogway

Level: 100

HP: 75,000

Attack: 750

Martial Attack: 750 (1,750) [15,750]

Hero’s Chi: 750 (2,750) [24,750]

Defense: 1,000

Shell Armor: 1,000 (2,500)

Iron Body: 500 (1,500) {4,000}

Agility: 380 (410 when against Martial)

Skill: 450 (480 when against Martial)

Speed: 380 (410 when against Martial)

Movement: 7

Items:

Oogway’s Staff: A long staff made from the wood of a peach tree. The staff belonged to Master Oogway, who used it as a walking stick due to his old age. The top of the staff is also slightly forked into two, which Oogway sometimes used to balance himself on during his meditation. Said to fend off evil. Base 100 Strike-type damage.

Oogway’s Cloak: A green, silk cloak that bears a yin-yang symbol. Beautifully crafted, but prone to wear. Grants resistance to Dark-type damage.

Abilities:

Origin of Kung-Fu: Oogway Innate Ability. This unit was the founder of Kung-Fu. They will boost their Body-type attacks by 50%, and when against other Body-type units, this unit will have a +30 boost to their Agility, Skill, and Speed. Unlocks Mastery Abilities. Costs 12 exp

Hero’s Chi: Oogway Signature Ability. Once every 3 turns, this unit may add positive Chi to their Martial attacks. This will add Light/Energy-type to their Martial attacks. This will also allow this unit to manipulate other unit’s Chi, if they possess any. Does not interfere with “Weaponized Body” or “Proficiency“. Unlocks Chi Abilities. Costs 6 exp

Aiki: Martial Art Master Ability. This character can utilize an opponent’s strengths against them. If this unit is attacked by a melee attack, and they have higher Skill than the foe, they will have a 60% chance to counter the foe. If this succeeds, this unit will redirect the attack back at the foe at double the damage of the original attack. This does not interfere or use up any counter-attacks. Can trigger “Vengeance”. Costs 7 exp

Arm Breaking Blow: If attacking a unit from 1 range that has a Martial-type or melee attack, this character can disable a character’s arm. This has a 50% chance to activate. This will prevent that unit from counterattacking with that arm. Cost 4 exp

Bulk Up: This character can take a turn to boost their Attack and Defense. If the character is struck while boosting, it will fail. This will boost both Attack and Defense by 25% per turn, maxing out at 2x Attack and Defense. Cost 4 exp

Crushing Fist: Martial Mastery Ability. If an enemy unit passes within range of this unit, this unit will attack with an un-counterable Martial attack. If the attack lands, the foe’s movement will immediately be halted and they will be pushed back a space. Costs 4 exp

Defensive Shaori: Martial Art Mastery Ability. This unit may counter instinct and give no resistance to melee attacks. If this unit’s Agility and Skill are greater than or equal to the attackers, they may reduce the damage of melee attacks by 90%. This will prevent this unit from counter-attacking, as well as preventing any movement on this unit’s next turn. After getting hit, this unit will move back one space. Cost 6 exp

Dual Strike: This unit may strike consecutively with weapons in both hands. -5 skill and -5 speed. 5 exp or Ascended

Hard Body: This unit’s body provides a hard covering, offering 50 defense. If the body is made of a particular element, component, etc. that can be boosted by items, this defense is boosted as well. 4 exp

Ippon Ken: Martial Mastery Ability. This unit can target specific pressure points on a body when using Body-type attacks. This will cause certain debilitating effects, depending on which pressure point is targeted. Certain effects that can be caused are:

  • Blind: -15 Hit. Causes Blindness. Lasts 2 turns.
  • Disable: Prevents use of a weapon for each arm targeted. Lasts 1 turn.
  • Discombobulate: Prevents activation of activatable abilities. Lasts 2 turns.
  • Expose: Lowers Defense by 20%. Lasts 3 turns.
  • Immobilize: Reduces Movement by -3 for each leg targeted. Lasts 1 turn.
  • Silence: Prevents Sonic-type and speaking. Lasts 3 turns.
  • Stun: Causes a unit to Flinch. Lasts 1 turn. Costs 8 exp

Iron Body: This character has a body stronger than armor. If this unit is wearing no armor or shields, they will reduce all physical damage by 30%. They will also add their Armor proficiency to their defense and their Armor proficiency is boosted by “Weaponized Body“. Costs 6 exp

Mach Punch: Martial Mastery Ability. If this opponents Skill or Speed is higher than the opponents, they will perform their counter-attack before the enemy attacks. Cost 4 exp

Musunkei: Martial Mastery Ability. This unit may perform their Body-type attacks during situations that would make it impossible otherwise (grapples, tackles, etc.). Costs 2 exp

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

Shell Defense (II): Grants this unit an “armor” that is equal to the unit’s innate defense stat. 6 exp

Sixth Sense: This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth. 4 exp

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 exp

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

Proficiency:

Radiant Martial: 1,000 (Boosts activation chance and damage against melee by 50%)

5AA Staff: 500

5AA Light: 500

5AA Energy: 500

5AA Armor: 500

Weak to Dark. Resist Body and Strike.

Caps:

HP: Exceptional Normal
Attack: 750
Defense: 1,000
Agility: 395
Skill: 450
Speed: 395

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