Thursday, March 28, 2019

Manus, Father of the Abyss





Manus, Father of the Abyss: Level 49
HP: 127,680
Attack: 450
1 GM Dark: 200
1 GM Magic: 200
5 Staff: 80
5 Martial: 80
Manus' Catalyst: 300 (750) (950) (3800)
Dark Blast: 450 (650) (2600)
Magic Blast: 450 (650) (2600)
Martial Attacks: 450 (530)
Defense: 400
Speed: 123
Skill: 118
Move: 5



Items:

Manus' Catalyst: A powerful staff that allows the user to blast dark energy from 1-2 range. It also works as a dark enhanced bludgeoning weapon. It has a base 300 dark/staff might. However, as it is made primarily of wood, it is able to be broken.

2-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark-type damage by 100%.

4- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

6- 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. 

Abilities:


Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs 3 pg

Stunning Blows (III): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 60% of the time. This ability only activates on physical attacks. Costs 12 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 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

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

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

Dark Magic Burst: This character may take one turn to charge. After on the beginning of its next turn, it will unleash a massive area attack, striking all squares within ten spaces of itself. This attack may not be dodged. It has a base might of 100 (550) (750) (950) (3800) (7600), and is enhanced by this character's attack stat, magic and dark skill stats, and magic and dark skill boosts. This may only be used once a day. Costs: 5 pg

Dark Bead: This vicious burst of magic deals 50% more damage at 1 range. However, it adds+ 30 hit when being used at 2 range. The base might of this attack is 100 (550) (750) (950) (3800) (7600), and it is boosted by the attack stat and dark and magic skill boosts. This attack has a six-shot limit per battle. Costs: 5 pg 

Manus Frenzy: Signature Malus assault move. This will launch towards an enemy and unleash a flurry of attacks that cannot be avoided by the foe. These martial attacks will be the damage of a martial attack plus the damage of a dark blast. Manus will then land one final blow, and this will deal twice the damage of one of the previous five blows. Costs: 6 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

(TBA) Corrupt: Manus Signature Ability. This ability cannot be removed by strategist. This terrifying ability allows this character to corrupt any character he defeats, or any character who falls inside the Abyss map. A corrupted character will immediately add Manus's dark skill damage and boosts to their basic attacks. Corrupted characters are driven mad, and they must attack any unit who comes within their range of movement. Corrupted characters will only rarely attack other characters who have been corrupted by the abyss. Also, this corruption will slowly consume them, adding their HP to Manus's as the dark eats away at them. This HP is stored in the abyss itself and can be called on in that area. This corruption is extremely hard to cure: death will not release a character from it. If Manus falls, all those who he has corrupted will be cured, and Manus will no longer hold the bonus HP. Some characters resist this status. Costs: 8 pg

Skills:

Dark: 1GM
Magic: 1GM
Martial: 5M
Staff: 5M

Character Type: Dark, Magic, Monster, Possessor, Demon

Weakness: Sacred Weapons. Mild Lightning weakness. Resists Fire and Magic. 

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