Wednesday, April 3, 2019

Abyss Watcher





Abyss Watcher: Level 50
HP: 54,000 (70,200 Seraph Robe)
Attack: 300
GM Sword: 80
5M Knife: 80
5M Fire: 80
5M Magic: 80
Greatsword of Artorias: 600 (900) (1100) (1180) (1260) (2,520) (7560) (13,860) (20,790)
Wolf Knife: 100 (400) (480) (560) (1120) (3,360)
Wolf Knife: 100 (400) (480) (560) (640) (1280) (3840) (7040) (10,560)
Defense: 100
5M Amor: 80
Abyss Watcher Armor: 150 (230) (330)
Flamescale Pendant: 20 (100) (500) (830)
Magicscale Pendant: 20 (100) (500) (1330)
Speed: 125 (135) (+15 avoid against melee)
Skill: 145 (+15 hit against melee)
Move: 6




Items:

Blazing Great Sword of Artorias Replica: +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 blade/fire/magic type damage.

Farron Great Sword: -10 speed. +15 hit and avoid against other melee weapons.  A massive blade... considered by many to be too long to wield efficiently. This blade is modeled after the legendary sword of Artorias. Though it lacks the magical properties of the ancient sword, this blade is nonetheless deadly. Base 300 blade type might.

Enchanted Wolf Knife: +10 speed. This knife is the true secret weapon of the Abyss Watchers. Using the reckless Wolf-Blood combat style, this blade may be used as a fulcrum, balancing out the weight of a much heavier sword. The hooked point is also ideal for parrying, and as such, this knight may trigger the shield parry and repost ability. This knife completely removes the speed deficit that would be suffered from using a Farron Great Sword or the Great Sword of Artorias, as well as dual weild debuffs. Base 100 blade/magic type might.

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.

Flamescale Pendant: An ancient pendant, made from a turquoise dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the fire skill stat and boosts of this character. This item is easily lost or stolen.

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. 

4 - 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.

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly 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


Abilities:

Lord Soul of The Watchers: Signature ability. If at least three of the Abyss Watchers engage in a battle, the last knight standing will immediately receive +20 skill and +20 speed. This final knight will also heal its HP back up to full life if it has less than that. Finally, this last Watcher will gain the Blazing blade augment no matter what (even if this unit does not have the ability, has been taunted, or has had strategist used on them). The augment will last until this knight falls or the battle ends. Costs: 5 pg

Wolf Blood Ferocity: A Farron technique. Extremely rare ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg

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 20% 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

Blazing Sword: This character may take a turn to add flame type damage to its blade and boost the total damage of the sword attacks by 50%. The sword will receive the fire-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Backstab (III): 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 2x (3x) (4x) damage and prevent the enemy from counter-attacking if it lands. This attack strikes behind shields and barriers. After landing this attack, the character will slam the foe face-first into the ground if they are the same size class or smaller. This will leave the foe without barriers for the next attack during this phase. If this next attack is a Finish Strike, it will deal double damage to the fallen foe. This attack cannot be struck by Vantage. This attack will ignore abilities like Take The Hit. Costs: 20 pg

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 Swordsmanship level.

(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) 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) 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) Backstab (II): 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 2x (3x) damage and prevent the enemy from counter-attacking if it lands. This attack strikes behind shields and barriers. After landing this attack, the character will slam the foe face-first into the ground if they are the same size class or smaller. This will leave the foe without barriers for the next attack during this phase. Costs: 10 pg

Character Type: Melee, Element, Destructive

Weakness: Mild ice weakness.

Caps:
Attack: 300
Defense: 100
Speed: 125
Skill: 145
Move: 6

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