Tuesday, May 28, 2019

Moon Presence




Moon Presence: Level 60
HP: 168,000 (336,000 Viscera) (672,000 Mako) (1,008,000 Ancient Blood) (1,512,000 Heart+Soul) (1,814,400 Rune Arc)
Attack: 1,500
5M Claw: 80
5M Tail: 80
5M Psychic: 80
5M Dark: 80
5M Light: 80
5M Explosion: 80
Gaze of the Moon: 50 
Moonblast: 95 
Mind Bomb:
Psychic: 1,500
Bloodburst: 25,200 (75,600)
Elemental Blasts: 1,500
Defense: 1,000
Armor: 
Shield:
Speed: 182
Skill: 190
Move: 9 (10) (levitating, beast type movement)


Items:

(TBA) 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%.

(TBA) 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 reduces the total HP lost from enemy physical attacks by 10%. 

Abilities:
Moon Presence (III): Moon Presence Signature Ability. Once every other day, the Moon Presence can summon either the Dark Moon or the Blood Moon. The Dark Moon adds +10 Avoid to all Beast and Stealth-type creatures and any organic creatures have a 60% chance to succumb to Frenzy at the start of their turns. The Blood Moon will grant the Moon Presence a 50% damage boost and +3 move and any organic creatures have a 60% chance to succumb to Frenzy at the start of their turns. As this is a weather ability, it will impact both allies and enemies. Day Pearls and other time/weather-altering abilities may still change the time of day. Costs: 12 pg

Hunter’s Dream: Moon Presence Exclusive Ability. The Moon Presence may create the Hunter's Dream. To create the Hunter's Dream, the Moon Presence must defeat an opponent, invade their mindscape, and defeat them there. Upon the defeated character's awakening, they will find themselves as the Host of the Hunter's Dream. This Host is bound to the Hunter's Dream, contractually obligated to defend the Dream, and is unable to leave. If a Host willingly accepts the position, they will receive a possessed status boost, The Hunter’s Dream exists within the Dream Realm and requires a powerful Psychic character to enter. Access to the Hunter's Dream can be granted by Hunter's Lanterns that can be placed by the Moon Presence throughout the world. These Lanterns are only visible to powerful psychic characters or those with extra-sensory abilities. Only one Lantern may be place on each map and Lanterns cannot be placed in combat. While in the Hunter's Dream, the Moon Presence will increase its HP by +50%, its Speed and Skill by +25, and have -1 to all cooldowns, as well as boosting Psychic-type damage by 100% and all other damage by 50%. If someone invades the Hunter's Dream, the Moon Presence is immediately alerted and can immediately warp into the Dream. If the Host of the Hunter's Dream is defeated and the Moon Presence does not defend the Dream, the Dream dissipates until the Moon Presence finds a new host. The Moon Presence can make a defeated invader the new host of the Dream. Defeating an invader can make them the new host of the Dream. Costs: 8 pg

Gaze of the Moon: Moon Presence Exclusive Ability. This unit takes a turn to charge. The next turn, it releases an area attack that strikes all squares within 10 range. This deals base 50 dark/light/psychic damage. Depending on the level of the opponent caught in the attack, Moon Presence has a chance to reduce their HP to 1:
0-5 levels higher: 15% chance
6-10 levels - 25%
11-20 levels - 50%
20+ levels - guaranteed.
In the Hunter’s Dream, this attack’s effect has a 75% chance minimum to trigger against any unit affected by the attack regardless of level. This attack may only be used once a day. Costs: 6 pg

Eternal Night: If this unit is in battle on the map, the night hours will not pass. Using day pearls will also not change the time to day. Costs: 4 pg

Bloodburst: This character may fire a blast of blood at the foe. This deals blood type damage. This attack has 1-2 range and can only strike twice. This attack may be used to counter. This attack may not be removed by strategist. This attack will deal 5% of this character's max HP as damage. If this character is bleeding, the two strike limit will be removed. Costs: 3 pg

Psychic (II): -10 Speed. 1-2 (3) Range. This character unleashes a powerful psychic burst directly into the mind of its foe. This will deal triple the damage of a regular psychic blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

(TBA) Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. (Note, this ability does not trigger normally). Costs: 10 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg

(TBA) Magic Stealth: 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 become visible upon attacking on the world map. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 3 pg

(TBA) Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
  
(TBA) Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg

(TBA) Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg

(TBA) Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Striking an enemy with a strong attack has will often wake them. Costs: 3 pg

(TBA) Psychic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -10 speed for the rest of the turn. The throw damage is calculated by adding this character's psychic and throw skill damages together. This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Psychic-type characters are immune to psychic throw. Costs: 3 pg 

(TBA) Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive at twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg

(TBA) Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg

(TBA) Moonblast: This attack harnesses the power of the moon, and uses both this unit’s dark and light skill. Base 95 dark/light type might. This attack deals double damage to dragons. This attack may only strike twice. 1-2 range. Costs: 3 pg

(TBA) Shadow Claw: This unit may add its dark type skill to it's claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg

(TBA) Pouring Wounds (II): 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 80% (100%) of the time. This ability only activates on physical attacks. Costs 6 pg

(TBA) Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg

(TBA) Knock Off: -15 speed. This unit may try to use this attack to strike down an enemy's equipped weapon. This attack takes three turns to recharge. The base might of this attack is 80 (339) (344) (688) dark/martial damage. If this attack lands, the enemy drops their weapon. The enemy must spend a turn to pick the weapon up, or else risk this unit taking it. Costs: 3 pg

(TBA) Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg

(TBA) Dream Eater: This psychic/absorbing attack only works on sleeping enemies (or enemies in a dream dimension). It only strikes once, and it has a base might of 80. The unit that uses this move will heal as much HP as the opposing character loses. This ability ignores defense, but it does not ignore resistances. Costs: 3 pg

(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

(TBA) Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 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

(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 40% of the time. This ability only activates on physical attacks. Costs 3 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

(TBA) Ferocity: Beast only 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

(TBA) Luna: This skill has an 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. Costs: 4 pg

(TBA) Vicious Fighter: This character is unwavering in their determination to vanquish their foe. 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 character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. Costs: 4 pg



Character Type: Psychic, Monster, Beast, World Breaker, Possessor

Weakness to lightning. Mild weakness to fire. Mild increased susceptibility to bleeding. Resists dark and light. Extreme resistance to psychic and Blood type damages.



Stat Caps:
Attack: 600
Defense: 200
Speed: 132
Skill: 140

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