Wednesday, November 29, 2017

Envy





Envy: Level 69

HP: 288,000 (576,000 Seraph Robe) (1,152,000) (1,728,000)
Attack: 3100
3GM Martial: 600
3GM Claw: 600 (1200)
3GM Bite: 600
3GM Throw: 600 
Martial+Claw Attack: 200 (700) (3800) (4400) (5600) (11,200) (17,920) (35,840) (107,520)(161,280)(322,560)(1.290,240)
Miasma of Death and Disease: 300 (340) (360) (1,440) (2,880)
Bite Attack: 3100 (3600) (7200) (14,400) (43,200)(172,800)(345,600)
3GM: 600
Defense: 3100 (6200) (18,600) (24,180) (36,270)
Speed: 224 (-15)
Skill: 225 (-15)
Move: 7




Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

7-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Razor Edged Claws: These sharp claws deal less wear to enemy equipment. However, for a claw weapon, they are relatively inexpensive to make and deal effective damage. Base 200 might.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.


The Ouroboros Tatoo: The mark of the Homonculi, distinguishing them from the humans they deem as beneath them. This is a brand, and cannot be removed. It will pure-type damage alongside item boosts. 

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage. 

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and is nearly impossible to steal.

2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each. 

10-Envious Souls: These souls boost base martial damage by 50. The maximum that can be carried is 10, and unless the character can hold souls, these items will be consumed upon using and only last one battle.

Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used.

Claw Stone and Claw Plate

Jaw Stone and Bite Plate


Abilities:


Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg


Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg


Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will increase the total damage by 200%. Costs: 8 pg

Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Treacherous Blow (II): +40 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 50% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg

Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg


Unleashed Form (II): This unit may take a turn to become its unleashed form. In this form, the character becomes a medium-class character. Their physical attack damage total is increased by 200% (300%). The character's base defense stat also increases by 50%. However, their speed and skill are both reduced by 15 points. In this form, the character's grotesque form causes adjacent enemies to receive -30 (-35) (70) hit and -30 (-35) (70) avoid from fear. This ability prevents Proficiency from being used. Costs: 12 pg

Hideous Envy: this character is consumed by envy. As such they will strive to destroy those that have what they do not. If this character is engaging a foe who is receiving ally boosts, the character will mirror those boosts, but only the boosts to speed and skill. If the foe has inspiration, this character will gain the attack and speed boosts when attacking that foe. If the foe has serene Aura or Seductive aura, those abilities’ debuffs will be inverted against this character. However, this character must target the character within their movement and attack range who is the most envious (has the most boosts and abilities such as inspiration). Costs: 7 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are their size or a size class bellow them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg


Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:

Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

 Hand to Claw Combat: This unit may use claws during martial attacks. This adds claw skill damage to martial damage. Costs: 2 pg

(1 free pg)

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

(TBA) Strong Jaw: This unit has an extremely deadly bite. This ability doubles the skill damage bonus for biting type attacks. Biting type attacks also cause notably more wear. Costs: 3 pg

(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

Character Type: Stealth, Monster


Weaknesses: Fire. Mild blade weakness. Resists bludgeon, martial, and pierce type damage.





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