[b]Fire Emblem Character[/b] [color=Cyan][b]Statistics:[/b] HP: 20, EN: 20, IS: 0, Size: SS [/color] [color=Pink][b]Inventory[/b] [/color] [color=Beige][b]Inherent Abilities:[/b] 1) Usable by This Character only 2) Dodge Cost is 20 3) Countercut and Countershoot cannot be used in this unit, regardless of class/items/etc. 4) Equipment: The last weapon you chose to attack during your [b]main[/b] attack phase is your Equipped weapon. If you have not attacked, your equipped weapon is the first on your attack list. 5) Counterattack: Gain an extra attack phase for every enemy that attacked you last turn. These extra attack phases can be used only to target the enemies that attacked you, and only the number of times you were attacked by that enemy, and you may only use the weapon you had equipped when you were attacked in these attack phases. You can only counterattack against targets that are in range of your equipped weapon. For clarity sake, these attack phases should be listed BEFORE your main attack phase. If you block, you forfeit ALL attack phases, including the ones generated by this ability. 6) Regardless of Simchamber Rules, this unit's minimum dodge cost is 3, and the minimum damage an attack can deal is 0. [/color] Points: 100 Abilities: Movement Options(Free, but you can only pick one, obviously): Foot: Unit's dodge cost is 8 instead. Pegasus Mount: Unit's dodge cost is 10 instead. HP - 5. Damage recieved from Bow-type weapons x2. Damage recieved from Magic -25%. Mount: Unit's dodge cost is 13 instead. HP + 5. Wyvern Mount: Unit's dodge cost is 17 instead. HP + 10. Damage recieved from Bow-type weapons x2. Heavy Armor: Dodge cost is 20. Damage recieved -30%. Weapon Proficiencies(First is free: Pay 15 points per additional weapon Proficiency, to a maximum of 3. If a Weapon Proficiency is chosen, you may not pick a Magic Proficiency. Units with a Weapon Proficiency gain "Fighter: Damage recieved from non-Magic -25%. Damage from Magic +25%.") Sword Proficiency: If no other weapon proficiency is chosen, lower this unit's dodge cost by 3. Regardless, add: Weapon Triangle(Sword): As long as you have a sword equipped, dodge cost + 5 and damage recieved +25% from Lance-type weapons. Dodge cost -5 and damage recieved -25% from Axe-type weapons. Lance Proficiency: If no other weapon proficiency is chosen, add: All Attacks Gain Target's dodge cost +3. Regardless, add: Weapon Triangle(Lance): As long as you have a Lance equipped, dodge cost + 5 and damage recieved +25% from Axe-type weapons. Dodge cost -5 and damage recieved -25% from Sword-type weapons. Axe Proficiency: If no other weapon proficiency is chosen, increase this unit's dodge cost by 3, add Damage Recieved -15%, and Damage Dealt +15%. Regardless, add: Weapon Triangle(Axe): As long as you have a Axe equipped, dodge cost + 5 and damage recieved +25% from Sword-type weapons. Dodge cost -5 and damage recieved -25% from Lance-type weapons. Bow Proficiency: If no other weapon proficiency is chosen, lower this unit's dodge cost by 5. Magic Proficiencies(First is free: Pay 15 points per additional Magic Proficiency, to a maximum of 3. If a Magic Proficiency is chosen, you may not pick a Weapon Proficiency. Units with a Magic Proficiency gain "Mage: Damage recieved from Magic -25%. Damage from non-Magic +25%.") Anima: If no other magic proficiency(excluding staves) is chosen, lower this unit's dodge cost by 3, and all Anima-type spells you use have damage +50%. Regardless, add: Weapon Triangle(Anima): As long as you have an Anima Spell equipped, dodge cost + 5 and damage recieved +25% from Dark-type Spells. Dodge cost -5 and damage recieved -25% from Light-type Spells. Light: If no other magic proficiency(excluding staves) is chosen, add Damage recieved from Magic-type attacks -25%, and all Light-type spells you use have damage +50%. Regardless, Add: Weapon Triangle(Light): As long as you have a Light Spell equipped, dodge cost + 5 and damage recieved +25% from Anima-type Spells. Dodge cost -5 and damage recieved -25% from Dark-type Spells. Dark: If no other magic proficiency(excluding staves) is chosen, increase this unit's dodge cost by 3, all Dark-type spells you use have Damage+50%, and add Summon: Phantom x 1. Regardless, Add: Weapon Triangle(Dark): As long as you have a Dark Spell equipped, dodge cost + 5 and damage recieved +25% from Light-type Spells. Dodge cost -5 and damage recieved -25% from Anima-type Spells. Staff: If no other magic proficiency is chosen, this unit's dodge cost is 5, and damage recieved from Magic-type attacks -25%. Special Abilities(Unless stated otherwise, these abilities are used during the seishin phase)[You may have no more than three Special Abilities]: 5 points- Pick: Forfeit your main attack phase. Remove a Chest from the battle. During the GM's next turn, you will find out what that item is. If you have an open inventory slot, you may use the item immediately, but if not, it is still considered an event prize. Requires one use of a Lockpick per chest. 10 points- Great Shield: Negate a single non-status attack out of every five you recieve. Requires Heavy Armor. 15 points- Charge: If the weapon you're using weighs less than your target's equipped weapon, add an additional hit to your attack. This additional hit uses 1 additional Durability point. This ability cannot be used in conjuction with Meteor. 15 points- Sure Strike: Pay 5 PCs. This turn only, the attack you use during your main attack phase has Target's Dodge Cost +10. 15 points- Slayer: Damage dealt to Monster-type enemies x2. This is a permanent effect. 15 points- Steal: Pay 10 PCs. Remove target non-weapon, non-magic, non-staff Item from any opponent's inventory and add it to your own. The targetted opponent may pay twice their dodge cost(without modifiers) to negate this. You must have a free inventory slot to use this ability. 15 points- Pierce: Pay 5 PCs. Your attack during your main attack phase this turn has [b]Armor Pierce[/b]. Requires Lance Proficiency. 20 points- Meteor: If your dodge cost is lower than your target's, add an additional hit to your attack. This additional hit uses 1 additional Durability point. This ability cannot be used in conjunction with Charge. 20 points- Enhanced Pick: Same effect as Pick, but does not require a lockpick to use. 20 points- Enhanced Critical: Pay 5 PCs. Damage dealt +50% this turn. Does not stack with itself. Requires On Foot movement. 25 points- Silencer: Pay 10 PCs. Your next attack counts as a single hit DESTROY:L1 attack. 25 points- Burden Bearing: You do not suffer dodge cost penalties from the weight of your equipped weapon. 30 points- Dance: Forfeit your attack phase. Target ally takes another turn after this one. Requires On Foot movement. If you choose this skill, you cannot have more than one weapon/magic proficiency. Stat-modifying abilities: 3 points- HP +5(stackable) 2 points- EN +5(Stackable) 5 points- Speedwings: Dodge cost -3. (stackable up to -12.) 5 points- Dragonshield: Damage Recieved -10%(stackable up to 40%) 5 points- Energy Ring: Damage Dealt +10%(stackable up to 40%) 5 points- Secret Book: Target's dodge cost +2(stackable up to +8) Equipment(You have a max of 5 inventory slots. Each weapon takes up one slot, as does each equipment): 5 points- Lockpick. 15 uses. 10 points- Vulnerary: Restore 10 HP to this unit. 3 uses. 10 points- Antitoxin: Removes the Poison status effect from this unit. 3 uses. 15 points- Pure Water: Next turn, Damage from Magic-type spells -50%. 3 uses. 15 points- Delphi Shield: Damage recieved from bow-type weapons -50%. Requires either a Pegasus or Wyvern mount. 20 points- Elixir: Restore all HP of this unit. 3 uses. Equipment(Weapons)[You may buy a weapon more than once, but each additional copy still uses up one inventory slot]: Note: All weapons have a Durability rating. This is the number of times the weapon can be used in either your main or counter attack phases. They also have a weight rating. This effects the Charge skill, as well as your dodge cost. Dodge cost +1 for every point of weight your currently equipped weapon has. If they don't have a Range listed, it is 1. In addition, despite CC/CS not existing, there IS a purpose of both the (M) and (P) weapon types- They are on the more acurate weapons in the Fire Emblem universe, and thus have a target's dodge cost mod of +3. Swords: 5 points- [F] Slim Sword [b](M)[/b]- 7 damage, 30 Durability, 1 Weight 10 points- [F] Iron Sword [b](M)[/b]- 12 damage, 45 Durability, 3 weight 15 points- [F] Steel Sword - 15 damage, 30 Durability, 5 weight 20 points- [F] Poison Sword - 15 damage/POISON, 30 Durability, 6 weight 20 points- [F] Lancereaver - 15 damage, 15 Durability, 5 weight Adds: "X) Lancereaver: This weapon reverses the weapon triangle." 20 points- [F] Zanbatou - 15 damage, 18 durability, 5 weight Adds: "X) Zanbatou: This weapon deals twice as much damage to non-Wyvern, non-Pegasus, mounted units. 20 points- [F] Wyrmslayer - 15 damage, 20 durability, 5 weight Adds: "X) Wyrmslayer: This weapon deals twice as much damage to Wyvern-mounted units. 20 points- [F] Silver Sword [b](M)[/b]- 20 damage, 20 Durability, 3 weight 20 points- [F] Light Brand - 20 damage, 20 Durability, 5 weight Adds: "X) Light Brand: This weapon is considered a Light Magic-type spell for purposes of the weapon triangle and other abilities." 25 points- [F] Runesword - 20 damage, 20 Durability, 5 weight Adds: "X) Runesword: This weapon is considered a Dark Magic-type spell for purposes of the weapon triangle and other abilities. For every 1 point of damage you deal with this weapon, restore 1 HP to this unit." 25 points- [F] Killing Edge - 20 damage, 20 Durability, 3 weight Adds: "X) The first one out of every four times you attack with Killing Edge, it gets damage dealt x2." 30 points- [F] Hero Sword - 15 damage, 30 Durability, 3 weight Adds: "X) Hero Sword: When you attack with this weapon, it hits double the normal amount of times you would normally hit. Thus, it hits twice by default, and four times if you can activate the Charge or Meteor skills." Lances: 5 points- [F] Slim Lance [b](M)[/b]- 10 damage, 30 Durability, 2 Weight 7 points- [H] Javelin - 12 damage, 30 Durability, 3 weight, Range 1-2 10 points- [F] Iron Lance [b](M)[/b]- 15 damage, 45 Durability, 4 weight 12 points- [H] Short Spear - 15 damage, 30 Durability, 5 weight, Range 1-2 15 points- [F] Steel Lance - 18 damage, 30 Durability, 5 weight 20 points- [F] Toxin Lance - 18 damage/POISON, 30 Durability, 7 weight 20 points- [F] Axereaver - 18 damage, 15 Durability, 6 weight Adds: "X) Axereaver: This weapon reverses the weapon triangle." 20 points- [F] Horseslayer - 18 damage, 18 durability, 6 weight Adds: "X) Horseslayer: This weapon deals twice as much damage to non-Wyvern, non-Pegasus, mounted units. 20 points- [F] Dragonspear - 18 damage, 20 durability, 6 weight Adds: "X) Dragonspear: This weapon deals twice as much damage to Wyvern-mounted units. 20 points- [F] Silver Lance [b](M)[/b]- 24 damage, 20 Durability, 4 weight 25 points- [H] Spear [b](P)[/b]- 20 damage, 15 Durability, 5 weight, Range 1-2 25 points- [F] Killer Lance - 24 damage, 20 Durability, 4 weight Adds: "X) The first one out of every four times you attack with Killer Lance, it gets damage dealt x2." 30 points- [F] Hero Lance - 18 damage, 30 Durability, 4 weight Adds: "X) Hero Lance: When you attack with this weapon, it hits double the normal amount of times you would normally hit. Thus, it hits twice by default, and four times if you can activate the Charge or Meteor skills." Axes: 5 points- [F] Hatchet [b](P)[/b]- 10 damage, 50 Durability, 2 Weight, Range 1-2 7 points- [H] Handaxe - 15 damage, 20 Durability, 6 weight, Range 1-2 10 points- [F] Iron Axe - 18 damage, 45 Durability, 4 weight 15 points- [F] Steel Axe - 24 damage, 30 Durability, 6 weight 20 points- [F] Poison Axe - 24 damage/POISON, 30 Durability, 8 weight 20 points- [F] Swordreaver - 24 damage, 15 Durability, 7 weight Adds: "X) Swordreaver: This weapon reverses the weapon triangle." 20 points- [F] Halberd - 24 damage, 18 durability, 7 weight Adds: "X) Halberd: This weapon deals twice as much damage to non-Wyvern, non-Pegasus, mounted units. 20 points- [F] Silver Axe [b](M)[/b]- 28 damage, 20 Durability, 5 weight 25 points- [H] Tomahawk [b](P)[/b]- 20 damage, 15 Durability, 6 weight, Range 1-2 25 points- [F] Battle Axe - 35 damage, 30 Durability, 9 weight Adds: "X) Battle Axe: Target's dodge cost -3." 25 points- [F] Killer Axe - 28 damage, 20 Durability, 5 weight Adds: "X) The first one out of every four times you attack with Killer Axe, it gets damage dealt x2." 30 points- [F] Hero Axe - 24 damage, 30 Durability, 5 weight Adds: "X) Hero Axe: When you attack with this weapon, it hits double the normal amount of times you would normally hit. Thus, it hits twice by default, and four times if you can activate the Charge or Meteor skills." 35 points- [F] Swordslayer - 26 damage, 15 Durability, 7 weight Adds: "X) Swordslayer: This weapon reverses the weapon triangle, and doubles the bonuses/penalties created by it." Bows: 5 points- [+] Short Bow [b](P)[/B]- 7 damage, 30 Durability, 1 weight, Range 1-2 10 points- [+] Iron Bow [b](P)[/b]- 12 damage, 45 Durability, 2 weight, Range 2-2 15 points- [+] Steel Bow - 15 damage, 30 Durability, 4 weight, Range 2-2 20 points- [+] Poison Bow - 15 damage/POISON, 30 Durability, 5 weight, Range 2-2 20 points- [+] Long Bow - 15 damage, 30 Durability, 4 weight, Ranage 2-3 20 points- [+] Silver Bow [b](P)[/b]- 20 damage, 20 Durability, 2 weight, Range 2-2 25 points- [+] Killer Bow [B](P)[/b]- 20 damage, 20 Durability, 2 weight, Ranage 2-2 Adds: "X) The first one out of every four times you attack with Killer Bow, it gets damage dealt x2." 30 points- [+] Hero Bow - 15 damage, 30 Durability, 3 weight, Range 2-2 Adds: "X) Hero Bow: When you attack with this weapon, it hits double the normal amount of times you would normally hit. Thus, it hits twice by default, and four times if you can activate the Charge or Meteor skills." Anima: 10 points- [H] Fire [b](S)[/b]- 15 damage, 1 EN/attack, 45 Durability, 4 weight, Range 1-2 15 points- [H] Thunder - 20 damage, 1 EN/attack, 35 Durability, 3 weight, Range 1-2 20 points- [H] El Fire [b](S)[/b]- 30 damage, 2 EN/attack, 30 Durability, 5 weight, Range 1-2 25 points- [H] Bolting - 35 damage, 2 EN/attack, 10 Durability, 4 weight, Range 2-3 30 points- [H] Fimbulvetr - 45 damage, 3 EN/attack, 20 Durability, 4 weight, Range 1-2 Light: 10 points- [H] Lightning - 12 damage, 1 EN/attack, 45 Durability, 1 weight, Range 1-2 15 points- [H] Shine - 18 damage, 1 EN/attack, 35 Durability, 2 weight, Range 1-2 20 points- [H] Divine - 25 damage, 2 EN/attack, 25 Durability, 3 weight, Range 1-2 25 points- [H] Purge - 32 damage, 3 EN/attack, 10 Durability, 5 weight, Range 2-3 30 points- [H] Aura - 35 damage, 2 EN/attack, 20 Durability, 4 weight, Range 1-2 Dark: 10 points- [H] Flux - 18 damage, 1 EN/attack, 45 Durability, 4 weight, Range 1-2 15 points- [H] Nosferatu - 25 damage, 1 EN/attack, 35 Durability, 5 weight, Range 1-2 Adds: "X) Nosferatu: For every one point of damage this attack deals, restore 1 HP to this unit." 20 points- [H] Luna - 35 damage, 2 EN/attack, 30 Durability, 6 weight, Range 1-2 25 points- [H] Eclipse - 3 EN/attack, 10 Durability, 7 weight, Range 2-3 Adds: "X) Eclipse: If this attack hits, reduce the target's HP by 50% of their current HP." 30 points- [H] Fenrir - 60 damage, 4 EN/attack, 20 Durability, 7 weight, Range 1-2 35 points- [H] Envelop Shadow - [b]DESTROY:L1[/b], 5 EN/attack, 5 Durability, 8 weight, Range 1-2 Staves: 10 points- Heal: Restore 25% of target ally's HP. 30 Durability, 1 weight 15 points- Restore: Remove Posion, Sleep, or Berserk from target ally. 10 Durability, 2 weight 20 points- Mend: Restore 50% of target ally's HP. 20 Durability, 3 weight 25 points- Berserk: Unless they pay their dodge cost(without modifiers), target opponent may attack only the unit with the lowest current HP, even if it's an ally, for 3 turns. 10 Durability, 4 weight, Range 1-2 25 points- Sleep: Unless they pay their dodge cost(without modifiers), target opponent is PARALYZED for 3 turns. 10 Durability, 4 weight, Range 1-2 30 points- Vitalize: Restore 100% of target ally's HP. 5 Durability, 5 weight Rings(All rings require the Dance ability to use. To use a ring, forfeit your attack phase. The ring's ability overwrites the normal Dance ability): 20 points- Thor's Ire: This turn, Target Ally gains Damage Dealt +50%. 15 Durability, 1 weight 25 points- Nini's Grace: This turn, Target Ally gains Damage recieved -50%. 15 Durability, 1 weight