Lord's Blade Ciaran: Level 51
HP: 60,000
Attack: 125
5M Knife: 80
5M Throw: 80
Gold Tracer: 500 (625) (705) (2115) (4230) (8,460)
Dark Tracer: 500 (625) (705) (2115) (4230) (8,460)
Defense: 75
5M Armor: 80
Blade Lord Armor: 300 (380) (455)
Speed: 130 (125) (145) (160 avoid)
Skill: 180 (175)
Move: 7
Items:
(TBA) Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
(TBA)Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
(TBA) Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-ripostes, perfect strikes, and backstabs.
Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
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.
Attack: 125
5M Knife: 80
5M Throw: 80
Gold Tracer: 500 (625) (705) (2115) (4230) (8,460)
Dark Tracer: 500 (625) (705) (2115) (4230) (8,460)
Defense: 75
5M Armor: 80
Blade Lord Armor: 300 (380) (455)
Speed: 130 (125) (145) (160 avoid)
Skill: 180 (175)
Move: 7
Items:
(TBA) Gold Tracer ++: +10 speed. A lethal golden blade. If this weapon strikes an enemy four (two) (one) times, they will recieve the bleeding status. This weapon can be used to shield repost. Base 250 (500) blade type damage.
(TBA) Dark Tracer ++: +10 speed. A jagged and vicious dark blade. If this weapon strikes an enemy four times, they will recieve a poison status. This deadly poison will deal 100 damage per turn, but the damage of the poison will increase by 50 every turn it lasts. This weapon can be used to shield repost. Base 250 (500) blade type damage.
(TBA) Blade Lord Armor: +15 avoid. This armor is lightweight, and easy to move in. It is deceptively defensive, but it is susceptible to wear. However, as long as the cloth portion remains intact, it grants resistance to blade type damage. Base 300 defense.
(TBA) Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
(TBA)Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
(TBA) Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-ripostes, perfect strikes, and backstabs.
Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
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.
(TBA) 2-Air Gem: Boosts
air type damage by 50%. May allow a special type of air attack once
every four days. Can be used to double the movement of a flying
character for one turn.
Abilities:
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.
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.
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.
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
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
Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. 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: 4 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
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
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
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
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
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% 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
Knife Assault: This unit rushes in with a small 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 12 times with half damage, and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
Shield Parry and Riposte: 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 x 2 damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
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 2x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
Knife Assault: This unit rushes in with a small 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 12 times with half damage, and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
Shield Parry and Riposte: 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 x 2 damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
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 2x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
(TBA) Conceal
Presence: This character may blend in easily with his environment,
allowing them to sneak past the enemy. Enemy units will not detect this
character until they are around 6 squares away. At night this distance
may be smaller... and certain characters are not very alert. Costs: 1 pg
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
(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
Skills:
Knife: 5M
Throw: 5M
Character Type: Melee, Speed, Assassin
Weakness: Spear type attacks. Resists poison and bleeding statuses.
(TBA) Perfect Strike: This unit may patiently wait to strike a foe.
This strike will deal 3x the normal damage. This may not be used on
special abilities or activated attacks. This 3x damaging strike must be
chosen to activate before calculating whether or not you hit or miss.
This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
(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
Skills:
Knife: 5M
Throw: 5M
Character Type: Melee, Speed, Assassin
Weakness: Spear type attacks. Resists poison and bleeding statuses.
No comments:
Post a Comment