Thursday, April 11, 2019

Soul of Cinder





Soul of Cinder: Level 30
HP: 12,600
Attack: 180
3GM Fire: 600
GM Sword: 200
5M Spear: 80
GM Energy: 200
GM Light: 100
5M Magic: 80
5M Staff: 80
5M Sonic: 80
Coiled Sword: 400 (580) (1,180) (1,380) (5,520)
Coiled Greatsword: 700 (880) (1,480) (1,680) (6,720)
Coiled Curved Sword: 300 (480) (1080) (1,280) (5,120)
Coiled Spear: 400 (580) (1180) (1260) (5,040)
Coiled Catalyst: 300 (480) (560) (640) (3200) (1-2 range)
Defense: 300
GM Armor: 200
Red Knight Armor: 500 (800) (1,000)
Speed: 70 (50) (85)
Skill: 99
Move: 5




Items:

Coiled Sword: A coiled blade that can take many forms. Extremely ancient and powerful. It is questionable whether or not any mortal could truly hold such a sword. Each form has boosts and losses. In its base form, it gives blade type damage and always strikes twice when attack. Base 400 blade/fire type damage.

Coiled Greatsword: -20 speed. +15 hit and +15 avoid against other melee weapons. Base 700 blade/fire type damage.

Coiled Curved Sword: +15 speed. A fast slashing blade. This form allows the user to perform a shield parry and repost. Base 300 blade/fire type damage.
Coiled Spear: A long weapon. Grants +20 hit and avoid against enemies using short melee or body weapons. Base 400 pierce/fire type damage.
Coiled Catalyst: Used for casting spells. This weapon may also strike an enemy at short range. Base 300 bludgeon/magic type damage.

Red Knight Armor: A fiery set of armor worn by the diefic wraith. This armor is incredibly strong, defends against psychic and magic, and does not easily wear. Grants 500 defense.

6- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

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. 


8- 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. 

2-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.

4-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

Abilities:

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

Sword Assault: This unit rushes in with its 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 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (620) (2480) fire type damage immediately. Costs: 6 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. 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

Gwyn's Sunlight Spear: Once every other turn, this character may throw a powerful bolt of lightning. This bolt has 400 (1100) (1300) (1500) (6,000) (7,500) base lightning and light type might, and it is improved by the base attack and the lightning and light skill boosts and bonuses. This spear has three range, but it can be counter-attacked. It must be thrown in a straight line, and it will strike all foes in those squares. This attack deals double damage to dragon type characters. Costs: 4 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) Estus: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every four turns. Costs: 5 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) Yhorm's Shattering Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 (1,090) (1,170), (3510) but it also adds this base attack of this character along with their sonic skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 4 pg

(TBA) Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg


(TBA) 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 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.

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



(TBA) 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


Character Type: Fire, Melee, Diety

Weakness: Mild dark weakness. Immune to fire. Resists light, explosion, and lightning type damage.

Caps:
HP: High
Attack: 300
Defense: 500
Speed: 116
Skill: 164
Move: 6

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