Crossbreed Priscilla: Level 50
HP: 105,600 (137,280 Seraph Robe)
Attack: 400
5M Scythe: 80
5M Ice: 80
5M Air: 80
5M Magic: 80
Lifehunt Scythe: 800 (1,200) (1,280) (1,360) (6,800) (13,600) (20,400) (30,600)
Lifehunt Scythe: 800 (1,200) (1,280) (1,360) (6,800) (13,600) (20,400) (30,600)
White Dragon Breath: 500 (900) (980) (1,060) (1,140) (5,700) (11,400) (17,100)
Defense: 400
Bonechillscale Pendant: 100 (180) (900) (1,300)
Bonechillscale Pendant: 100 (180) (900) (1,300)
Seath Crystal Pendant: 100 (180) (900) (2,200)
Rayquazascale Pendant: 100(180) (900) (3.100)
Icescale Pendant: 20 (100) (500) (3,600)
Windscale Pendant: 20 (100) (500) (4,100)
Magicscale Pendant: 20 (100) (500) (4,600)
Speed: 132 (137)
Skill: 150 (160) (170) (180)
Move: 6
Items:
7-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Lifehunt Scythe (Enchanted)++: An incredibly deadly scythe. This weapon has a 50% (90%) (110%) chance to give the bleeding status every time it lands a hit. Like all scythes, it is stronger on the attack than when defending. Base 800 blade/ice/magic type might when attacking. This weapon deals half damage on counter. Deals minimal wear to enemy equipment.
Peculiar Doll: Reminds Priscilla of home. Grants +10 skill.
Corrin's Ring: A brilliant ring made of Vallite steel. This shimmering silver object reminds Priscilla of her husband. +10 skill.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose, and is rarely stolen. This tear strangely increase the chance of bleeding status's by 20%.
Skill: 150 (160) (170) (180)
Move: 6
Items:
7-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Lifehunt Scythe (Enchanted)++: An incredibly deadly scythe. This weapon has a 50% (90%) (110%) chance to give the bleeding status every time it lands a hit. Like all scythes, it is stronger on the attack than when defending. Base 800 blade/ice/magic type might when attacking. This weapon deals half damage on counter. Deals minimal wear to enemy equipment.
Peculiar Doll: Reminds Priscilla of home. Grants +10 skill.
Corrin's Ring: A brilliant ring made of Vallite steel. This shimmering silver object reminds Priscilla of her husband. +10 skill.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose, and is rarely stolen. This tear strangely increase the chance of bleeding status's by 20%.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
8-Ice Gem
8-Air Gems
8-Magic Crystals
(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg
(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg
(TBA) Winter's Fury: In snow, this character will double their total damage and defense. However, if it is not snowing, this character's damage and defense will be halved. Costs: 6 pg
(TBA) Snow Storm: This character may take a turn to try and summon a snowstorm on the map. Characters sensitive to this weather will lose 5% at the start of each turn if they are not warmed. The duration of this weather depends on where it is summoned. Bright sun bonuses are lost. Ice-type attacks receive +10 hit. Freezing statuses receive a +5% bonus to their chances to activate. Allies and foes receive the boosts and the debuffs from this weather. This ability does sometimes fail, especially in areas where it is extremely unlikely to snow. Costs: 5 pg
(TBA) Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the ice stats and boosts of this character. Costs: 4 pg
Character Type: Dragon, Ice, Status
Weakness: Mild lightning and whip weakness. Resists ice and magic.
Caps:
HP: Small
Attack: 400
Defense: 300
Speed: 132
Skill: 150
Move: 6
Abilties:
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
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% 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.
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
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
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% 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.
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg
Pouring Wounds: Bloodborne ability. 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 40% of the time. This ability only activates on physical attacks. Costs: 3 pg
Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% (90%) chance of inflicting a bleeding status on an enemy. It also has a 20% (30%) chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg
Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg
Cutting Ice Breathe: This character releases a flurry of sharp pieces of ice. This status move has a 70% (90%) chance of inflicting a bleeding status on an enemy. It also has a 20% (30%) chance to freeze them. Frozen characters may be thawed by certain attacks. Some enemies are unable to be frozen. Costs: 4 pg
Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg
Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% (30%) chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
White Dragon Breath (II): Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three (two) turns. When using this attack, all foes will have double the chances of recieving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may now strike up to twice. This attack may now petrify foes. Costs: 10 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.
(TBA) Blizzard (II): Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This ability has a 10% chance to freeze foes. Costs: 8 pg
(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg
(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg
(TBA) White Dragon Breath: Requires "Cutting Ice Breath" and 5M magic to unlock. This enchanted breath has 1-5 range in a straight line and may be used once every three turns. When using this attack, all foes will have double the chances of receiving the statuses of "Cutting Ice Breath" and will also have to attempt to avoid this attack. The statuses will not calculate avoid. The attack boasts 500 magic/ice/air type damage. This attack may only strike once. Costs: 5 pg
(TBA) Winter's Fury: In snow, this character will double their total damage and defense. However, if it is not snowing, this character's damage and defense will be halved. Costs: 6 pg
(TBA) Snow Storm: This character may take a turn to try and summon a snowstorm on the map. Characters sensitive to this weather will lose 5% at the start of each turn if they are not warmed. The duration of this weather depends on where it is summoned. Bright sun bonuses are lost. Ice-type attacks receive +10 hit. Freezing statuses receive a +5% bonus to their chances to activate. Allies and foes receive the boosts and the debuffs from this weather. This ability does sometimes fail, especially in areas where it is extremely unlikely to snow. Costs: 5 pg
(TBA) Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the ice stats and boosts of this character. Costs: 4 pg
Character Type: Dragon, Ice, Status
Weakness: Mild lightning and whip weakness. Resists ice and magic.
Caps:
HP: Small
Attack: 400
Defense: 300
Speed: 132
Skill: 150
Move: 6
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