Wednesday, November 29, 2017

Ryoma





Ryoma: Level 67

HP: 210,000 (420,000 Seraph Robe+1UP) (630,000 Heart and Soul)
Attack: 2500 (2,800)
GM Sword: 200
5M Martial: 80
1GM Energy: 200
1GM Fire: 200
1GM Light: 200
Raijinto: 900 (3,700) (3900) (4100) (4300) (4500) (33,750) (67,500) (103,500) (207,000) (269,1000) (403,650) (605,475) (756,844)
Martial Attack: 2800 (2880)
Defense: 2300
5M Armor: 80
Hoshidan High Prince Armor: 300 (2600) (2680)
Hoshidan High Prince Overcoat: 200 (2880) (3,744)
5M Shield: 80
Great Serpentscale Pendant: 100 (300) (2400) (4800) (7,680)
Smaugscale Pendant: 100 (300) (2250) (9,930)
Godzillascale Pendant: 100 (300) (2250) (12,180)
Lightscale Pendant: 20 (220) (1760) (3520) (15,700)
Energyscale Pendant: 20 (220) (1650) (17,130)
Flamescale Pendant: 20 (220) (1650) (18,780) (24,414)
Speed: 220 (245) (265) (+10) (+5) (+20 avoid vs melee) (-10 PTSD)
Skill: 233 (+20 vs melee) (+10) (-10 PTSD)
Move: 7 (8)




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 dropped at death.

2-Heart Containers

Takumi's History Book: Reminds Ryoma of his cocky younger brother. Adds +50 to his base attack stat.

Hinoka's Dagger: Though it could be used in a pinch, this light weight weapon serves more as a reminder of the tenacious spirit of the warrior princess. Adds +50 to this unit's base attack.


Sakura's Cherry Blossom: Reminds Ryoma of his shy younger sister. Adds +50 to his base attack.


Corrin's Scale: A dragon scale from Corrin. Reminds Ryoma of his long lost brother. Adds +150 to his base attack.


Raijinto+++: +25 speed. A legendary sacred weapon. Gives blade/fire/light/lightning type damage. As a katana it is fast and accurate, but causes minimal wear on enemy armor. 1-2 (3) range. May only be used by a prince of Hoshido. Almost impossible to break or destroy. Base might 350 (600+light damage+5 speed at GM) (900 +5 speed at +++). This legendary sword has been unlocked after enhancing the Fire Emblem. This weapon may be augmented by Lightning Weapon. At +++ this weapon will increase the %activation of Astra by 20% and will cause this weapon to ignore items and abilities that debuff Astra in any way (including activation chances and damage).

Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

Elite Hoshidan High Prince Armor: +10 speed. Lightweight, extremely balanced armor. Wears easily, but does add extreme resistance to pierce, blade and magic-type damage. With easy wear comes easy repair, but this can become tedious as it must be done after any intense battle. Base defense: 300.

Hoshido High Prince Overcoat: +5 speed. A long white overcoat that meshes seamlessly with Ryoma's Samurai armor. This coat grants extreme resistance to energy and dark-type damage. The coat, much like the armor, is highly susceptible to wear. However, the Hoshidan craftsmanship is all too apparent. Base 200 defense.

Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This item is easily lost or stolen.

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

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.  

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Wedy's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

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.

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down). 

Vallite Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

4-Light Poms

12- Energy Gems+Energy Plate

12- Fire Gems+Flame Plate

24-Day Pearl+Light Plate

Boots

Abilities:

Ryoma's Boshido Code: Signature ability. For every ally in battle who is a lower level than Ryoma, he will boost his total damage by 10%. This will max out at a 200% damage boost. Costs: 4 pg

Thunder Breathing (Zenitsu): This character has access to Thunder breathing arts. This ability cannot be removed by strategist, but the user must be able to breathe in order to activate techniques. Unfortunately, Zenitsu only has access to the first form:
1st Form-Thunderclap and Flash: (Not brave, not activated) The user sheaths their blade and then launches forward with an incredibly powerful and fast drawing blow. This art will allow the character to move their maximum movement and vantage hit any foe who initiates the attack (whether against this character or any other) within the movement range of this character. If this unit is fast enough to vantage naturally, or has activated the ability vantage due to being under the HP threshold, this strike will deal triple damage. This ability may be used once during the enemy phase. This ability will strike flying foes Costs: 5 pg

Shocking Weapon: The lightning weapon attacks made by this character have a 10% (40%) (60%) chance to cause foes to flinch. This ability does not count as an activated ability, so it may stack with other activated abilities. Costs: 4 pg

Red Hot Weapon: This character strikes so hard and fast it actaully causes their weapon to glow red. If this character strikes with a single weapon with any attack that is guaranteed to strike 5+ times (such as Astra, Assault Moves, etc), on the next turn their weapon will deal 40% more damage. The weapon may also be used to cauterize a wound, allowing this character to stop lethal bleeding on themselves or an ally instead of attacking on that turn. This overheated weapon will also stop the foe it strikes on that second turn from autohealing. Costs: 5 pg

Astra: Before attacking (or countering), this unit has a 40% (60%) (+10%) (+20%) chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (+10%) (+20%) chance to deal 3x damage. Costs: 5 pg

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 (4) turns. Costs: 4 pg

Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg

Lightning Weapon: This character may take a turn to augment its weapon. This will give the weapon lightning type damage and grant it the energy-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 (7) turns. Costs: 5 pg

Hoshidan Unity: Hoshidan Royal exculsive. This character is deeply devoted to the kingdom of Hoshido. The kingdom has focused for generations on skill and discipline oriented combat. As such, if this character is on a map with any Hoshidan allies, this ability will cause this character to add 10% to the %chance activation of activated abilities. This does not include statuses that have a chance to trigger, only specialized attacks, defensive abilities, or counters. Costs: 1 pg

Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

(TBA) Hand to Sword Combat (II): This unit adds its x 4 its martial skill damage to its sword damage. Costs: 4 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Cleave: The unit may try and instant kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Boshido: For every unit in this character's party that is a lower level than it, this unit will boost it's total attack damage fifty (maximum 400). Costs: 2 pg

(TBA) Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult, and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Character Type: Melee, Strategist, Martial

Weakness: Arrow and Dark type damage, like his late father. Resists fear type status. 

Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 135
Skill: 148
Move: 7

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