Skull Kid: Level 13
HP: 1,152
Attack: 26
3 Marksman: 15
1 Magic: 5
1 Dark: 5
Blow Gun: 10 (36) (51) (1-2 range)
Hex: 40 (66) (71) (76) (304)
Defense: 26
1 Shield: 5
Majora's Mask: 300 (326) (331)
Majora's Mask Dark Shield: 100 (180) (900) (1,231)
Speed: 36
Skill: 36
Move: 5
Items:
Blow Gun: A great weapon to start with, but later on quickly becomes obsolete. 10 might. Bullet type damage. 1-2 range. Very fragile.
Skull Mask: An "intimidating" mask that can be worn to give 5 armor. Fairly easily removed, stolen, or knocked off.
12- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
10-Simple Poison Dart: This dart will give the normal damage of the blowgun used to fire it. It will poison most foes if it strikes them, dealing 5% of their max HP each turn.
3-Razor Dart: These darts will have a 50% chance to cause an enemy they strike to bleed.
Majora's Mask: The mask has finally found a suitable host. The mask is currently dormant, willingly accepting its role, but the question will always remain: Who is truly in control? Wearing this mask will allow the mask to take individual turns and have it's own HP. It will also add 300 defense to the wearer when they are not initiating the attack. Wearing the mask will add the wearer's barriers and shields to the mask and the mask's barriers and shields to the one who dons it. As the mask is used as a shield, its consuming abilities will be applied to the character who wears it. This mask also unlocks the ability Moon Fall
Abilities:
Moon Fall: A terrible ability learned through the use of Majora's Mask. This ability will summon an angry moon above a map. This moon will then descend for three days. Upon finishing its fall, it will crash into the ground in a fiery explosion of base 10,000 (10,450) (10,530) (10,610) (10,690) (10,770) (53,850) (107,700) (161,550) (236,940) dark/magic/fire/explosion type damage. This damage is buffed by the items held by the mask itself, and the damage is impossible to dodge and will ignore defense. This explosion also does unspeakbly high damage to structures, and may wipe entire maps off the world. The mask must remain on the map for the entire three days, and if it is killed, the moon will disappear.
Hex: Dark/Magic type attack. Range 1-2. This unit casts a dark spell at the enemy. Base might 40. Dark and magic skill levels can increase the base damage of this attack. If the enemy has a status condition, the total attack damage of this move will double. Costs: 4 pg
Lullaby: This unit chooses an adjacent enemy and tries to put them to sleep with a magical lullaby. The accuracy of this attack is based on this unit's magic and sonic skill levels. Each skill level will add 10% to this move's accuracy, maxing out at 90%. Costs 2 pg
Puppet Summon: This unit takes a turn to summon one puppet minion. These puppet minions are often very weak, but they serve as good distraction for enemy units. This unit may have up to ten puppets on the battlefield in any given battle. Costs: 1 pg
Willow Wisp: 1-2 range. This unit summons a flurry of willow wisps to burn the target. It gives no damage, but it has an 80% chance to give them a burn status. Fire/dark-type status move. Costs: 3 pg
Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held, or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg
(TBA) True Puppet: Signature Ability. The Skull Kid will boost the attack of Majora's Mask and his own attack by 50% when he is wearing the mask. However, if he uses this ability he will be incapable of removing the mask. Costs: 5 pg
(TBA) Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg
(TBA) Double Terrain: This unit may add one terrain type over another. Costs: 2 pg
(TBA) 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
(TBA) Extreme Evasion: +15 Avoid both when attacking and when being attacked. +35 avoid against range attacks. +35 avoid against area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 5 pg
(TBA) Darting Shot: 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
(TBA) Blinding Shot: 70% chance to activate. If the unit hits the target, they may try to activate this skill. If they succeed, the target drops 30 skill points, making them very inaccurate. This status lasts for two turns. Cost 3 pg
(TBA) Music Lover: This character. Receives double the bonus affects of sound based status improvement moves. Costs: 1 pg
Character Type: Status, World Breaker, Puppet
Weakness: Fire and Light type damage. Resists Dark.
Caps:
HP: Very Small
Attack: 100
Defense: 100
Speed: 140
Skill: 140
Move 5
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Majora's Mask: Level 48
HP: 68,040
Attack: 450
5M Dark: 80
5M Magic: 80
5M Psychic: 80
5M Fire: 80
5M Absorb: 80
5M Poison: 80
5M Whip: 80
5M Explosion: 80
Whip attack: 450 (530)
Dark Blast: 450 (530) (2650)
Magic Blast: 450 (530) (2650)
Psychic Blast: 450 (530) (2650)
Fire Blast: 450 (530) (2650)
Absorbing Blast: 450 (530) (2650)
Poison Blast: 450 (530) (2650)
Defense: 300
5M Shield: 80
Dark Shield: 100 (180) (900) (1,200)
Speed: 115
Skill: 125
Move: 5 (levitating type movement)
Items:
8- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
(TBA) Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg
(TBA) Burning Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it burning terrain. Fire terrain hurts any characters that walk on it. Burning terrain generally takes 10% of a characters HP for every turn they start in it. Walking characters take two move to pass through dark terrain. Starting a turn in burning terrain gives a character a 50% chance of receiving the burn status. Costs: 4 pg
(TBA) Dark Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 4 pg
(TBA) Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg
(TBA) Double Terrain: This unit may add one terrain type over another. Costs: 2 pg
(TBA) 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
(TBA) Extreme Evasion: +15 Avoid both when attacking and when being attacked. +35 avoid against range attacks. +35 avoid against area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 5 pg
(TBA) Darting Shot: 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
(TBA) Blinding Shot: 70% chance to activate. If the unit hits the target, they may try to activate this skill. If they succeed, the target drops 30 skill points, making them very inaccurate. This status lasts for two turns. Cost 3 pg
(TBA) Music Lover: This character. Receives double the bonus affects of sound based status improvement moves. Costs: 1 pg
Character Type: Status, World Breaker, Puppet
Weakness: Fire and Light type damage. Resists Dark.
Caps:
HP: Very Small
Attack: 100
Defense: 100
Speed: 140
Skill: 140
Move 5
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Majora's Mask: Level 48
HP: 68,040
Attack: 450
5M Dark: 80
5M Magic: 80
5M Psychic: 80
5M Fire: 80
5M Absorb: 80
5M Poison: 80
5M Whip: 80
5M Explosion: 80
Whip attack: 450 (530)
Dark Blast: 450 (530) (2650)
Magic Blast: 450 (530) (2650)
Psychic Blast: 450 (530) (2650)
Fire Blast: 450 (530) (2650)
Absorbing Blast: 450 (530) (2650)
Poison Blast: 450 (530) (2650)
Defense: 300
5M Shield: 80
Dark Shield: 100 (180) (900) (1,200)
Speed: 115
Skill: 125
Move: 5 (levitating type movement)
Items:
8- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
8- Twisted Spoon: Boosts any unit's psychic type damage by 50%.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
4-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
8-Fragrant Root: This object will boost absorbing type moves, as long as they are plant-based, by 50%. This root does not look valuable, and thus is rarely stolen.
12- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
Abilties:
Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg
4-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
8-Fragrant Root: This object will boost absorbing type moves, as long as they are plant-based, by 50%. This root does not look valuable, and thus is rarely stolen.
12- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
Abilties:
Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg
Burning Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it burning terrain. Fire terrain hurts any characters that walk on it. Burning terrain generally takes 10% of a characters HP for every turn they start in it. Walking characters take two move to pass through dark terrain. Starting a turn in burning terrain gives a character a 50% chance of receiving the burn status. Costs: 4 pg
Dark Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain affects. Enemies standing in dark terrain lose 30% of their total defense, and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 4 pg
Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg
Double Terrain: This unit may add one terrain type over another. Costs: 2 pg
Time Warp: Once a day, this character may stop time for two turns. This reduces enemy avoid to zero. It prevents enemy units fcounter-attackingking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if their is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg
Gravity: At the start of an attack this unit forces all characters within two spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within five spaces of this character. Costs: 4 pg
Gravity: At the start of an attack this unit forces all characters within two spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within five spaces of this character. Costs: 4 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Consume Magic: This character is immune to magic type attacks. If struck by a magic type attack, they will heal as much HP as the total might of the attack. They may also consume a magic terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Cruel Curse: This unit may curse an enemy, changing their form and rendering them nearly worthless in battle. The form the enemy will take depends on what the enemy is. This curse does not work on characters who are a higher level than this character. This curse does not break when the enemy dies. Only killing this mask or extremely powerful cleansing magic can cure a character. Costs: 10 pg
Character Type: Worldbreaker, Possesor, Status
Weakness: Mild weakness to sacred weapons. Resists dark.
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