Lelouch vi Britannia

Level: 45 (+1)

HP: 8,250

Attack: 63

Rusty Britannian Pistol: 5 (88) (132) [264]

Standard Sniper Rifle: 30 (113) (170) [340]

Bokoblin Tusk Flintlock: 80 (163) (245) [490] {735 at 1 range}

Defense: 63

Agility: 108 (113)

Skill: 144

Speed: 104

Movement: 5

1.4/1.4/2.4/3.2/2.3

Items:

Sliver of the Eye: +5 Skill. A glossy black stone. A fragment from an ancient Void entity, it enables one to see things that were hidden before. Allows for the use of Outsider’s Gifts. Can only be seen by those with a high Magic and/or Psychic proficiency.

Mark of the Outsider: A special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities. The Mark is given without regard for merit to individuals who have piqued the Outsider’s interest. Bearers of the Mark can use runes to strengthen their powers and gain new abilities. This mark grants 100 Void Essence to use Outsider Abilities. It recharges 10% every turn an Outsider Ability is not used; however, it will only recharge 30% from the minimum (i.e. 20 Void Essence will replenish to 50 Void essence max). Void Essence may be replenished by Spiritual Remedies or Mana potions. Marks the left hand. Boosts both Dark and Magic-type by 50%. Unlocks Outsiders Abilities.

2- Whalebone Runes: Decorated pieces of whalebone bearing the Mark of the Outsider that are used to acquire and improve supernatural abilities; the more powerful the ability, the more runes it requires. The Outsider claims that the first runes were created centuries ago by an ancient and long gone civilization, saying that many of the runes in Gristol were found washed up from the river.

Rusty Britannian Pistol: A simple Britannian pistol that has certainly seen better days. Very poorly kept, yet surprisingly still fires. Deals 5 Bullet-type damage.

Bokoblin Tusk Flintlock: This flintlock pistol, while not in the realm of comfort for a smith, was lovingly made by Andre the Blacksmith. This small tusk is hand-carved with images of Astoran mythos, and is quite the work of art. Can only attack once and cannot be used to counter-attack. Does 1.5x damage at 1-range. Base 80 Bullet-type damage.

Ragged School Uniform: +5 Agility. A light and stylish school uniform. Provides no protection from attacks, but allows for more agile movement.

Standard Sniper Rifle: +20 hit when initiating attack, -20 hit at 1 range. Can only fire once. This weapon has 1-3 range, and deals 30 bullet type dmg. 1A Marksman skill required to use at 3 range. A gift given by Ice Bear. It really makes you wonder where he gets the stuff from, considering he’s only been here a few weeks…

1 – Standard Pokeball: An item that is critical to a Trainer’s quest. Used for catching and storing Pokémon.

Crown of Astora: A gift from Andre the Blacksmith. Features a massive, polished alexandrite. Because he empathizes with what Lelouch must feel, the crown was made with great care, and will greatly increase the influence of the wearer. As long as the crown is being worn, and Lelouch behaves in a way worthy of wearing it, it will: half the -hit penalty of his Geass, and double the effects of sight based abilities like Terrifying Stare. After the sigil was removed by the Stranger, the gems now glows an amber hue.

+1 Bullets: A strangely named item from an even stranger world. Boosts bullet damage by 50%.

Abilities:

Obedience: Outsider Ability. Costs 90 Void Essence. This unit may take control of any unit that are in visual range. This is strongly resisted by those with a high Magic and/or Psychic skill. They will join this unit’s team for the remainder of the turn. After they are released, they will be Stunned for a turn. Costs 6 exp or 12 Runes

Displace: Outsider Ability. Costs 20 Void Essence. This unit may use a subaction to leave a marker on any area of the map. They may then use an action to warp to this spot at any point it chooses. The mark can also be placed on units or objects to swap locations with them. This marker may be placed on either allies or enemies, though placing on a foe must calculate for accuracy and has -20 hit when in combat. Only those with heightened sense abilities or high Magic and/or Psychic proficiency can see this marker. 5 exp or 10 Runes

Foresight: Outsider Ability. Costs 30 Void Essence per turn. This unit may freeze time and extend their spirit to observe their surroundings. While in this form, they can spot hidden items, traps and other useful objects as well as marking enemies. It can also be used to place Displace markers. When this unit marks and enemy, they can see the target’s line of sight, boosting the chance to avoid detection when sneaking. This ability can last up to 3 turns, depending on how many abilities have been used beforehand. 4 exp or 8 Runes

Mesmerize: Outsider Ability. Costs 40 Void Essence. This unit may tear the world open in front of the target to reveal a image so powerful and intense, it stops them in their tracks and garners their complete attention, through fear or awe. Causes enemies to be distracted for the duration of this ability. Does not work on those immune to mind control or psychic abilities. Lasts for 2 turns. Costs 4 exp or 8 Runes

Possession: Outsider Ability. Costs 60 Void Essence. This unit may invade a host and take control of their body. This unit’s body will disappear and become one with the host’s body. While in this state, this unit will have the same stats as the host; however, they may not attack while in this form. If the host is killed, this unit will die. Lasts for 3 turns. Costs 6 exp or 12 Runes

Slow Time: Outsider Ability. Costs 80 Void Essence. This character may stop time for 2 turns. This reduces enemy Avoid by 1/2. It prevents enemy units from counter attacking. When time is stopped, only this unit and other units with time-altering abilities will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. Costs 6 exp or 12 Runes

Agility: Outsider Ability. This unit may leap up onto extremely high structures without spending extra movement, as well as allowing this unit to attack and counterattack flying units with 1 range attacks. This unit also receives a +20 Agility boost while being attacked. Costs 3 exp or 6 Runes

Blood Thirsty: Outsider Ability. When this unit defeats an enemy, they will add the enemy’s base Attack to their own base Attack. When this amount is equal to double this unit’s base Attack, they may unleash a powerful strike that deals 3x damage that will break Posture; however, this will reset the boost. Costs 5 exp or 10 Runes

Reflexes: Outsider Ability. If this unit has a staff, spear, or sword equipped, they may attempt to deflect a projectile. If this unit’s Skill is higher than the attacker’s Skill, this unit will have a 50% chance to deflect the projectile. If this character does not successfully spin deflect, they may still attempt to dodge the attack. Costs 3 exp or 6 Runes

Shadow Kill: Outsider Ability. If this character stealthily kills a unit, their body will turn to ash, leaving no trace of their death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs 3 exp or 6 Runes

Vitality: Outsider Ability. This unit will restore 5% of their HP per turn. Also, if their HP drops below 50%, they will double their base defense. Cost 4 exp or 8 Runes

(LOCKED) Absolute Obedience Geass: Lelouch Innate Ability. -40 hit. Grants this character the ability to completely dominate a unit and issue commands as they see fit. Some characters cannot be commanded (i.e. gods, pure psychic beings, etc.). This character can only control a specific character once per life. If this character dies before a controlled character’s command is executed, the command ceases. Must be in Audible Range. Makes some Psychic Abilities available to learn. 6 exp

Analyze: If this character consistently attacks a foe, they will gain a boost to their Skill. If this unit hits an enemy, they will gain a +5 boost. If this unit misses an enemy, they will gain a +15 boost. These boosts will disappear when this unit changes targets or if this character is affected by a stat clearing move. 4 exp

Clever Fighter: This character is cunning and shrewd, aware of all the happenings of the battlefield. This knowledgeable premonition allows this unit to take half damage from Assault moves, Perfect Blow, Backstab, and Critical Strike. 6 exp

Confidence: Each time this character dodges a foe, they will boost their Attack by +5 (Max 100). This boost is lost upon being hit. 3 exp

Evaluate: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp

Grandmaster: If this unit has strategist, it may also remove signature abilities, following the same rules as apply to the normal abilities. At Strategist III, this character may remove innate abilities as well. 4 exp

Hit and Run: This unit may continue to move after attacking an opponent, using up all movement they have available. 3 exp

Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp

Mech Pilot: While this unit is using a Mech, the Skill of the Mech is increased by 10. Unfamiliar types of Mechs will only be increased by 5, if at all. 2 exp

Master Strategist: Requires Strategist III and Grandmaster abilities. All allies within 10 spaces receive +5 Agility and Skill. If ambushed, or in a completely unexpected situation, this effect does not occur. 8 exp [II stage available – +10 agi/+10 skl, whole map]

Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, they will add +5 to Attack (Max 100). However, each time this unit attacks, they lower their Defense by -5. This cannot be canceled until the enemy is beaten or this character falls. 4 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

Proficiency: If this unit uses a single attack type, they may double that attack type’s total damage. 6 exp

Steady Shot: If this unit only uses Marksman attacks, +10 skill. 3 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. 4 exp [II & III stage available]

Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp

Terrifying Stare: Fear-type move. Instead of attacking, this character can glare at an adjacent unit with a terrifying gaze. This will lower the terrified unit’s Speed by 10 (20) for 3 turns. May cause weak-minded units to flee. 2 exp

Vengeance: When this unit counter-attacks, they have a 50% chance to activate this ability. If Vengeance activates, they will add 20% of the character’s currently lost HP and add it to their next attack as raw damage, which cannot be blocked or defended. 4 exp

Proficiency:

5 Marksman: 20

Resist Psychic. Weak to Martial and Poison.

Caps:

HP: Normal
Attack: 70
Defense: 70
Agility: 120
Skill: 160
Speed: 115

Monkey D. Luffy

Level: 51

HP: 10,300

Attack: 140

Silver Caestus (1-3 range): 30 (190) [760]

Defense: 108

Agility: 135 (140)

Skill: 135 (145)

Speed: 135

Movement: 7

10.4/8/5/5/5

Items:

Straw Hat: A large straw hat. Reminds Luffy of his crew. So long as he keeps to the path of a pirate, he will have +10 Skill while wearing this.

Red Shirt: +5 Agility. A simple red shirt with a yellow cloth belt. Provides no defense, but allows for free and agile movement.

Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial damage.

Ring of Khajiiti: An ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring’s powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring, he became the most successful burglar in Elsweyr’s history. Improves Agility and Speed by +20 and the wearer may become invisible.

Den Den Mushi: A telepathic snail that is commonly used for communication. Equipped with a dial and receiver, this creature essentially functions as a cellphone. This allows two Den Den Mushi to communicate over an infinite distance freely; however, the signals sent by them can be intercepted or interfered with. Other than that, they are extremely reliable.

Abilities:

Devil Fruit (II): Luffy Innate Ability. Grants this character a rubber-like body, allowing for stretching and retracting. This will give this character 3-range on all Martial-type attacks. Unlocks Gear abilities and Haki abilities. 6 exp

Armament Haki: Once per battle, this character can take a turn to harden themselves. This character’s Martial attacks will deal 1.5x damage and this unit will have 1.5x defense. This will last for the next 3 turns. 4 exp

Conqueror’s Haki: Luffy Signature Ability. Once a battle, this character can (as their action) exert their willpower over units as sheer force. If the unit is an equal or lower level than Luffy, this will not miss. If they are a higher level, it has a 40% chance of hitting. This wave of willpower will extend out 3 spaces. If a unit is adjacent to this character, they will be knocked unconscious for a full complete turn (this unit’s phase + enemy phase = 1 complete turn). If a unit is 2 spaces away, they will be Stunned for 2 turns. If a unit is 3 spaces away, they will become Dizzy for 3 turns. 6 exp

Gear Second: Luffy Signature Ability. Once per battle, as a subaction, Luffy may activate this ability, and it will last 3 turns (including the turn of activation). While activated, this ability will increase Luffy’s speed by 40, and boost his total damage by 25%. Activatable Gomu Gomu attacks used while this is activated instead have their total damage boosted by 50%. 5 exp

Gear Third: Luffy Signature ability. Luffy may spend a turn to inflate his hand to a massive size. While his hand is inflated, Luffy has -1 movement. On the following turn, Luffy may attack with a massive hit box (2×2). This attack will only hit once, but it will deal 3x the typical Martial attack dmg. For one full turn after using this attack, Luffy’s attack will be halved, and he will take double damage from all attacks. 4 exp

Gomu Gomu no Bazooka: 3 times per battle, Luffy may attack with both hands simultaneously, dealing 1.5x dmg of a normal Martial attack. After landing the attack, Luffy may choose to push the unit away 1 space. If the attack is used at 1 range, Luffy may push the unit away 2 spaces. If Gear Second is activated while using this ability, the push effect is doubled. 4 exp

Gomu Gomu no Gatling: Once per battle, Luffy may attack with a flurry of punches. He will attack 5 times with his Martial attack, dealing half damage with each strike. If Gear Second is activated while using this ability, he will attack 10 times instead. 5 exp

Gomu Gomu no Red Hawk: While in Gear Second, Luffy may activate this attack. He may only attack once with this attack, but doing so will add both Fire and Explosion element dmg to his Martial attack. This attack will have a 50% chance to inflict the Burn status on the target. Amazingly, this elemental augmentation does not interfere with Weaponized Body or Proficiency. 5 exp

Gomu Gomu no Whip: +1 range when activating this ability. All enemies along path to targeted enemy take 0.25x of the total damage dealt to the target. 4 exp

Observation Haki: This character can use a subaction to survey their surroundings. This can be used to detect things that are usually hidden. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. This also allows this character to ignore vision-based evasion boosts, such as smokescreens. Cost 1 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. 4 exp

Body Slam: -15 Skill. This character can pick up an opponent and slam them into the ground. If this attack lands, it cannot be defended against or countered. Only works on similar size class. 3 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. 4 exp

Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp

Defiant: If this character is hit by an Attack-type that they are weak to, they will receive a +15 Skill boost and deal 2x damage with their next attack. 2 exp

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

Heroic Aura: This character strikes fear into evil characters. This will lower the Attack of affected characters by 50% for 3 turns. Stronger villains may be affected for a shorter time, if at all. 3 exp

Heroic Entrance: If this character has allies within 10 spaces, and they have not taken an action in combat yet, their first attack does 3x dmg. Does not work on activatable abilities. 3 exp

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

Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp

Proficiency: If this unit uses a single Attack-type, they will double their damage with that Damage-type. 6 exp

Ready Defense: Instead of attacking, this unit may bolster their defenses in preparation for an attack. This will boost their Defense by 50% until their next turn. 2 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

Strong Throw: -15 Skill. This character can pick a unit up and hurl them with all of their might. If this attack lands, it cannot be defended against. The character may then throw the unit 1 space away. The thrown unit will take all Terrain statuses immediately. 2 exp

Weaponized Body (III): If this unit uses only Martial-type attacks, they will boost their damage output by 3x. 8 exp

Proficiency:

5 Martial: 20

2 Influence: 5

Immune to electricity and bullets. Resists Martial and Strike. Weak to Psychic and Pierce. Extreme weakness to Blade.

Caps:

HP: Normal
Attack: 130
Defense: 100
Agility: 130
Skill: 130
Speed: 130