Tuesday, March 26, 2019

Knight Artorias




Knight Artorias: Level 50
HP: 54,000 (108,000 Heart Containers)
Attack: 200
GM Sword: 200
GM Magic: 200
GM Light: 200
1M Marksman: 40
Artorias Greatsword: 1,200 (1,400) (1,600) (1,800) (4,500) (17,100) (34,200) (68,400) (205,200) (307,800) (461,700 when attacking)
Defense: 400
2M Armor: 50
Abyss Watcher Armor: 150 (200) (488)
Abyss Walker: 450 (500) (644)
1GM Shield: 200
Cleansing Greatshield: 500 (700) (900) (7,650) (15,300) (30,600)
Cleansing Greatshield: 500 (700) (900) (7,650) (15,300) (30,600) (61,200)
Speed: 110 (80) (85)
Skill: 160 (170)
Move 6 (7)


Items:

Great Sword of Artorias++: +15 Hit and +15 Avoid against other melee weapon users. -20 Speed. This weapon is incredibly long and unbelievably heavy. It requires immense strength to lift, and even more to use it in combat. A normal human unit is practically incapable of using this blade. This sword deals huge damage to the shields and armor of enemies. It is also enhanced with powerful magic, allowing it to penetrate most defenses. Base 600 (1,200) blade/magic type damage. Deals 50% more damage when attacking.

Savage Magic Seal: This novel item may boost the damage of a melee weapon that is melee/magic element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficiency. This seal is placed on a weapon and cannot be removed during a battle.

Cleansing Greatshield: -10 Speed. Grants 250 extra defense when being attacked. The powerful magic of this shield will allow it to grant this defense to all adjacent allies as well. Boosted by magic items and boosts. This shield's field of protection will also prevent damage and stat losses due to dark or abyssal terrain. This shield is nearly unbreakable and defends against magic.

Abyss Walker: -15 speed. Armor worn by the great knight who challenged the Abyss. Grants resistance to dark and magic. This armor resists wear. Grants 450 armor.

Abyss Watcher Armor: Armor with a distinctly pointed helm. It is surprisingly light, designed more for aggression than for defense. However, this armor does defend against magic type attacks, and it grants resistance to both fire and dark type attacks. Grants 150 defense.

Wooden Dragonslayer Greatbow: -10 speed. A massive bow, crafted by Hawkeye Gough. This weapon has -20 speed at 1 range. This weapon completely pierces the defense stat of enemies, but does not ignore armor. Deals double damage to dragons. This bow may only fire once. 1-3 range. After being reforged with a Sunlight Drop, this Greatbow now deals Light damage as well. Base 400 pierce/Light type damage.

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to receive this brand. The brand will permanently boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence. 

Razor Stone+Plate

12- Magic Gems

Seathscale Pendant

Magicscale Pendant


Abilities:

Bond of The Defender (II): Artorias Signature ability. When Artorias stands within 2 spaces of Sif, Artorias will have his attack and defense boosted by 100% (200%). Costs: 10 pg

Aether (II): This ability has a 50% (70%) chance to activate during an attack. If this ability activates, the character will strike twice. The first strike will heal the character 60% of the amount of damage he deals to the foe. The second strike will completely ignore the defense of the enemy. Costs: 12 pg

Enchant Shield: If holding a shield, this character may take a turn to enchant it. For the next five turns that shield will triple in stability and double its total defense granted. Costs: 4 pg

For Those I 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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 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.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% (70%) chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.

Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% boost to their total defense, and a +20 boost to their avoid. Costs: Marriage

(TBA) 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 
 
(TBA) 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

(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) Savage Magic Spin Attack: This ability may be used once every other turn. This will allow the character to unleash a 2-range spin attack, striking all nearby foes. However, this attack cannot damage allies, and will trigger the ability "Savage Blow" regardless of whether or not that ability is unlocked on this character. This ability will also immediately augment the blade if this character has augments unlocked. Requires: Legendary Magic Gem

(TBA) 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  

(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 melee level. 
 
(TBA) Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
 
(TBA) Well, What Is It?: The character taunts a foe within three range. 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) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg 

(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

(TBA) Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% (50%) chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Bolster Defense: This character may spend their turn preparing themselves for the next attack of the enemy. This will double their defense during the next enemy phase. This ability may only be used once every other three turns. Costs: 2 pg

(TBA) Magic Shield Augment: This character may enchant their shield. This will take 1 turn to do. Upon performing this ability, the shield of the character will be enhanced by magic, allowing it to add their skill stats and item boosts to the defense granted by their shield. This augment will last for three turns, including the turn the augment is performed. On top of that, this augment will increase the total defense granted by the shield by 50%. Costs: 4 pg 

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% (70%) chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
 
(TBA) Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg 


(TBA) Building Anger: The sight of close allies falling in battle slowly builds a deep fury inside this unit. For every close ally that falls with ten spaces of this character, it will add 50 to its base attack to the rest of the battle. This boost will cap at 400 damage. Costs: 2 pg

(TBA) Soul Currency: Dark Souls ability. When this character or their team kills an enemy, you gain gold which is equal to 2 x the level of the enemy. Requires: 1 pg

(TBA) Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg

(TBA) Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

(TBA) 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

(TBA) 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

(TBA) Cleave: The unit may try and instantly 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) 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

(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg

(TBA) 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 30.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 20.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 10.
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

(TBA) Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. If  This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 pg


Character Type: Melee, Defensive, Destructive

Weakness: Mild weakness to dark. Resists magic. 

Caps:
Speed: 110
Skill: 160
Attack:150
Defense: 200
Movement: 6



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