Corvo Attano: Level 76
HP: 420,000 (840,000 Viscera) (1,680,000 Seeds) (2,520,000 Heart+Soul) (3,024,000 Rune Arc)
Midnight Cloak: An astoundingly dark cloak. Grants +40 Avoid at night. Extremely easy to destroy. Base 150 Defense.
4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
False Replicas (II): This character may take a turn to sacrifice 20% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 16 pg
Attack: 6,000
5GM Sword: 1,000
5GM Knife: 1,000
5GM Marksman: 1,000
5GM Dark: 1,000
Void Strike: 1,500 (7,500) (8,500) (9,500) (10,500) (21,000) (42,000) (210,000) (410,000) (1,260,000) (2,520,000)
Lord Protector's Folding Blade: 1,500 (7,500) (8,500) (9,500) (19,000) (38,000) (114,000)
Lord Protector's Pistol: 1,500 (7,500) (8,500) (17,000) (34,000) (102,000)
Lord Protector's Crossbow: 600 (6,600) (7,600) (15,200) (30,400) (91,200)
Deep Sacrificial Dagger: 1,000 (7,000) (8,000) (9,000) (18,000) (85,500) (171,000) (342,000) (513,000 w/attacking)
Defense: 6,000 (12,000) [x2] (x1.5)
5GM Armor: 1,000
Black Knife Armor: 600 (12,600) (13,600)
Mithril Tac-Mesh: 800 (14,200)
Midnight Cloak: 150 (14,250) [x2] (x1.5)
5GM Shield: 1,000
Raw Shadow Shield: 1,000 (2,000) (3,000) (25,500) (51,000) (153,000) (306,000) {320,250}
Raw Shadow Shield: 1,000 (2,000) (3,000) (25,500) (51,000) (153,000) (306,000) {626,250}
Ancalagonscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {663,650}
Ancalagonscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {701,050}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {735,730}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {770,410}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {805,090}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {839,770}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {874,450}
Darkscale Pendant: 20 (1,020) (8670) (17,340) (34,680) {909,130} [1,818,260] (2,727,290)
Speed: 268 (+20-45) (+10 Speed; +10 avoid) (+25 avoid) (+20 avoid) (+40 avoid w/ dark) (+40 avoid w/ swinging) (+20 avoid w/ attacked)
Skill: 288
Move: 9 (10 teleporting) (13 (15) Flying)
Items:
Lord Protector's Folding Blade+++: +10 (+20) Speed. The unique blade of the Lord Protector. It fits perfectly into its grip, making it discreet and compact. This short blade functions as a knife, allowing counter-attacks during tackles or chokes and gains skill boosts from both sword and knife skill levels. This blade can be effectively Dark augmented and if it is, instead of a 50% boost, it will double its damage. Deals double damage when used with the ability "Ambush". Base 500 (1,500) Blade-type damage.
>Rushing Weapon Seal
Wolf Knife: +10 (+20) 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 wield debuffs. Base 100 blade type might.
>Rushing Weapon Seal: +10 Speed to weapon.
Lord Protectors's Pistol+++: 1-2 range. The double-barreled pistol of the Lord Protector. This firearm is treated as both a pistol and a shotgun and, as such, may be loaded with either kind of bullet. Deals 50% more damage at 1-range. Does not interfere with Dual Wield. Fires twice when attacking. Base 500 (1,500) Bullet-type damage.
Lord Protector's Crossbow+++: 1-2 range. The small, compact repeating crossbow of the Lord Protector. This weapon can be loaded with any type of crossbow bolt. Does not interfere with Dual Wield. Fires 4x the normal amount when attacking. Cannot be used to counter-attack. Base 200 (600) Pierce-type damage.
50- Numbing Poison Bolt: Consumable. Adds the poison status effect from "Numbing Poison".
Deep Sacrificial Dagger++: +15 (+25) Speed. A powerful executioner's weapon. This weapon will ignore all evasion abilities (including extreme evasion auto-dodge abilities) and parry-type abilities if striking a foes who is locked in place on a tile or who is mentally incapacitated. This does not include stun, flinch, freeze, sleep, or abilities like petrification; however, it does include abilities that cause foes to be unable to take their turn due to mental trauma. This cruel blade also reduces Backstab resistance by one tier. Base 500 (1,000) Blade/Dark-type damage.
>Rushing Weapon Seal: +10 Speed to weapon
>Backstabbing Weapon Seal: Backstabs to gain +30 skill and deal 50% more damage
Corvo's Mask: A mask made by inventor Piero Joplin after having a dream where "death stared him in the face". This terrifying mask reduces adjacent enemy avoid by -10 from fear.
Midnight Cloak: An astoundingly dark cloak. Grants +40 Avoid at night. Extremely easy to destroy. Base 150 Defense.
Black Knife Armor++: Lightweight assassin armor. Grants +30 Hit vs. foes who cannot detect the wearer. Grants extreme resistance to Bludgeon and Bullet-type damage. Base 300 (600) Defense.
Mithril Tac-Mesh: Ultra-lightweight armor made from Mithril. Grants extreme resistance to Blade and Pierce-type damage. Base 800 Defense.
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 (5) 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 (+40) avoid for the remainder for their turn.
2-Raw Shadow Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the dark and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in dark to use this shield.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.
10- Heart Containers: +10% (+20%) HP; up to 100% (200%)
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
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-reposts, perfect strikes, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Cleansing Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks.
Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's Skill by -5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vanishing Crystal: This small crystal looks as though it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
(TBA) Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Devilish Destruction Charm
Pure Stone
Razor Stone + Plate
Dark Poms
28- Night Sapphire+Dark Plate
Abilities:
Void Strike (II): Corvo Signature Ability. Once every three (other) turns, this character may strike with a powerful sword formed from Void. Though this attack deals Dark/Blade-type damage, this attack is boosted by Pure Stones and "Proficiency". This attack only strikes once; however, the daamge will be calculated as if the target's Defense is halved. If the target is the same size or smaller, the enemy will be blasted back one space. This attack will also place Dark-type terrain at each furthest space 2-range away. At second tier, this attack can be used with "Ambush". Costs: 8 pg
Displace: Corvo Signature Ability. This unit may take a turn to leave a Displacement marker on any unit or space on the map. This unit may then switch spots with a marked unit or warp to a marked space. This marker can be placed on both allies and foes, thought placing a marker on a foe must calculate accuracy and has -20 hit unless the target is unaware of this character's presence. If the character is unaware, then it will have +40 hit. Costs: 5 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
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 (Ring)
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. This attack will not be countered. 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 (Ring)
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
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
Outmaneuver Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn-granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg
Parry/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% (60%) 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg
Sixth Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item-based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Numbing Poison: This character may choose to inject a foe with numbing poison. This will not damage the foe, but it will give them a poison status that will cause them to have a 10% chance to fall asleep at the start of each turn. This poison will stack, so the chances of falling alseep will increase after each bite. Foes will stay asleep for up to three turns and will have a 30% chance to wake at the start of each turn. Once the foe has fallen asleep, this poison status will be cleared. Costs: 4 pg (Arrows)
Character Type: Melee, Stealth, Assasin, Thief, Strategist, Gadget, Magic, Dark
Weakness: Weak to Lightning. Weak to taking Bleed Statuses. Resist Poison and Poison statuses. Resist Dark.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 138
Skill: 158
Move: 8
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