Sauron: Level 70
HP: 0 Deleted
Attack: 3,000
OMEGA Mace: 2,000
3GM Dark: 600
2GM Magic: 400
1GM Fire: 200
Mace of The Dark Lord: 800 (3800) (5800) (6400) (25,600)
Dark Blast: 3,000 (3600) (14,400)
Magic Blast: 3,000 (3400) (13,600)
Fire Blast: 3,000 (3,200) (12,800)
Defense: 1,000
1GM Armor: 200
Dark Lord Armor: 500 (700) (1700)
Barrier of Darkness: 100 (700) (2800) (4500)
Speed: 200
Skill: 255
Move: 6
The One Ring: This character wears a ring that is tied directly to its life. Even if its physical body is destroyed, it will not die or level down unless the ring is destroyed. The only way to destroy this object is in the flames of Mount Doom. Thus, it is essentially impossible to level this character down. If stolen, it can be worn to cloak a character. It will also double their damage output.
Mace of The Dark Lord: This colossal weapon could never be lifted by a human. It is immensely heavy, made from dark steel and forged in the heart of Mount Doom. It is impossible to destroy, even with light or sacred weapons. This mace has 1-2 range due to its generation of powerful fields of dark energy. Base 2000 dark/bludgeon-type damage. This weapon also completely destroys any shield or barrier in one blow.
Dark Lord Armor: This imposing armor is made of Dark Steel, but it has been forged in the fires of mount doom, making it practically indestructible. This armor is filled with a dark malice, and it will double the effect of fear type moves used by this character. Base 500 defense.
Barrier of Darkness: This black barrier is not a shield, defending both when this character attacks and when they are being attacked. It can only be removed by a powerful light attack. This will drop the barrier for two-three turns at maximum. Base 100 defense. Enhanced by dark skill stat and boosts.
3-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%.
6- 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.
6- Nightmare Wheels: Boosts the psychic ability of a character by 50%
Abilities:
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg
Lord of Fear: Signature ability. This ability may not be removed by strategist. If this character does not attack on a turn, the entire map will feel the malefic build of Sauron's power. This will cause all enemy units on the map to receive -30 (60) hit and -30 (60) avoid. If this character does not attack, all enemy units who approach this character will have their movement ended within three spaces of it, similar to Heart-Stopping Aura. Costs: 7 pg
Ruler of The Nine: Signature ability. If this character is within ten spaces of a Nazgul, that character will double their base speed, base skill, total defense, and total damage dealt. This ability cannot be removed by Strategist. Costs: 6 pg
Inspiration: Ally units within three spaces of this character receive +10 speed, +10 skill, and add 25% to their total attack damages. Costs: 4 pg
Strategist (II): This unit may choose two first-level abilities held by an enemy unit within 10 spaces or a second-level ability. 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: 8 pg
Critical Blow: Using their primary weapon of choice, this character may target a single adjacent foe. They may then rush forward and deliver a single blow that is impossible to dodge. This blow will be 3 x more powerful than their normal strike. Costs: 5 pg
Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg
Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Paralyzing Shriek: Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear-type ability. Costs: 4 pg
Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. 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
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
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
Weapon Burn: This magic attack may be used once a battle. All enemy units within 2 spaces suddenly have their currently equipped weapons heat up tremendously. If the units continue to hold their weapons, they will take around 30% damage each turn they hold the weapon. The weapons will remain burning for 5 turns. The units with the burning weapons may choose to drop their burning items and equip something else. Dropped burning weapons cannot be picked up by anyone other than the character that dropped them until they cool. Costs: 6 pg
Skills:
Mace: OMEGA GRAND MASTER
Dark: 3GM
Magic: 2GM
Fire: 1GM
Armor: 1GM
Character Type: Dark, Melee, Magic, Fear, Strategist
Weakness: Resists Magic. Immune to Dark. Resists explosion. Mild Weakness to sacred weapons. Is impossible to control with Mind-Shackle or Mind Dive.
No comments:
Post a Comment