Monday, December 11, 2017

Chara





Chara: Level 70
HP: 204,000 (408,000) (612,000 heart and soul) (1,224,000)
Attack: 3500
5GM Knife: 1000 (2000)
Real Knife: 1000 (4500) (6500) (13,000) (26,000) (52,000) (156,000) (780,000) (1,560,000) (2,340,000) (2,925,000)
Defense: 3000 (6000) (12,000) (24,000)
The Locket: 999 (6999) (13,998) (27,966)
Speed: 250 (255) (275) (280) (305 avoid) (355 avoid)
Skill: 250 (270) (280)
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.

Real Knife++: A savage weapon. Always attacks twice. If the enemy has a status, the knife doubles its base damage. Deals triple damage to monster type characters. Base might 500 (1000) blade type damage.

The Locket: Adds 999 defense to the character who wears it. Unfortunately, as a small necklace, it is extremely susceptible to both armor wear and stealing moves. The wearer needs no armor skill levels to wear this object.

Spooky Sweater: + 30 avoid. A rather goofy notion... but surprisingly effective. This sweater offers no real defense or resistance, but its coloration and shape somehow make the character wearing it appear to be more sinister. This is a fear-based condition. 

Frisk's Soul: If held by another child, this soul will triple the total might of all this character's attacks as well as their HP.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

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. 

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.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Furious Mark: A wax seal placed to hold down the furious heart of a character. This will triple the boosts granted by "Fury. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

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.

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 War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

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.

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. 

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, ambushes and backstabs.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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

Razor Stone+Blade Plate

Pure Stone

3-White Soap Stone

Abilities:

Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (3.25x) (5x) Costs: 4 pg

Knife Mastery: This unit has mastered the Knife. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Knife Assault: This unit rushes in with a small 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 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once (twice) a day. Costs 5 pg

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100 (300).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (180).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (120).
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

LOVE: Chara signature ability. This character is full of violence and hatred. Because it does not feel, the more it kills, the easier it becomes to kill. of During a battle, if this character defeats a foe, they will then add 4 x the number of the defeated enemy's Power Gem Level and add it to this unit's base attack stat. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 4 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 -10 skill
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

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

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

Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.

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) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Treacherous Blow: +20 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 30% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg


Character Type: Possessor, Melee

Weakness: Psychic and Magic type attacks. Extreme violence has left this character with no allies or friends. Teaming up against it is a solid strategy. However, they currently have control of the timeline, making them immune to time-altering abilities. 

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