HP: 100,800 (201,600 Viscera)
Attack: 650
GM Sword: 200
GM Dark: 200
GM Poison: 200
Gravelord Greatsword: 1,000 (1,650) (1,850) (1,850) (2,050) (4,100) (17,475) (32,800) (65,600) (196,800) (363,600) (590,400)
Gravelored Greatsword (augment): 1,000 (1,650) (1,850) (1,850) (2,050) (4,100) (17,475) (32,800) (65,600) (98,400) (295,250) (590,400) (885,600)
Defense: 650
5 Armor: 25
GM Shield: 200
Skill: 180 (190)
Move: 5 (4)
Items:
Gravelord Greatsword++ (Sealed): -20 Speed. The sword of Gravelord Nito. Each time a character is struck by a blow from this weapon, they will receive a poison status that will give them 100 (300) (500) (3,750) (7,500) (15,000) damage at the start of each turn. This status will stack, allowing these hits to build up to lethal amounts of poison in the enemy. Can be augmented with Dark. Functions as a catalyst/chime for certain spells and hexes. Base 1,000 Poison/(Dark)/Blade might
Brave Weapon Seal: Causes weapon to strike twice the normal amount when initiating attack; Cannot be used on a weapon with a Speed debuff of -20 or more; This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance
Great White Fur Cloak: An absurdly large cloak made of dark-colored fur. This cloak was designed specifically to fit Nito. Resists fire, ice, and light. This cloak is fairly easily destroyed. This cloak protects the wearer from taking damage from cold climates. Grants 200 defense.
Nito's Gibdo Blessed Bandages: Wearing this armor immediately curses the character who dons it. However, it grants resistance to ice, fire, absorb, earth, and air type damage. It also makes the character immune to indirect damage and terrain movement debuffs. Base 800 defense.
Plaguing Cord: A cord worn on armor or an outfit. This will allow statuses to trigger on Indirect Damage. This only applies to indirect damage attacks. Not addition indirect damage that may trigger due to abilities. This item is relatively easily stolen or destroyed
Devilish Destruction Charm
24- Poison Blooms, Night Sapphires
12- Volatile CrystalsHydrascale, Ancalagonscale Pendants
Poisonscale, Darkscale Pendants
Abilities:
Miasma of Death and Disease: Signature ability. Nito takes a turn to charge, and the following turn, releases the miasma. It deals base 300 poison/dark damage, cannot be avoided and ignores armor and immunities. It will not be boosted by the base attack of this character. This attack hits every enemy unit within 10 (20) spaces of Nito. If hit with this attack, any organic unit is afflicted with a unique disease status. It receives -5 speed and skill and -5% hp at the start of each turn permanently until cured of this condition. Costs: 6 pg
Gravelord Sword Miracle: A deadly miracle that summons swords up from the ground in an area attack. 1-2 (4) range. This attack ignores evasion and shields, but it can still be defended against. It will deal the same damage as the sword type strikes of this character, but will also add the might of any catalyst used (even if the catalyst is also the sword being used) and dark type skill damage and boosts. This strike also has a 15% chance to cause enemies to flinch from pain. This attack may be used once every three turns. Costs: 5 pg
Dead Again: Hex. This attack is improved by the base might of the chime or talisman being used by the character. This unit can take a turn and cause fallen units to explode, dealing 100 base dark/explosion damage to any enemy unit within 1 (2) spaces of the explosion. This is an area attack and cannot be blocked or dodged. Costs: 3 pg
Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 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
Wary Fighter: This unit may only ever attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 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) Soothing Song: This character may choose to sing instead of attacking or activating another ability. While singing, it will slowly heal all ally units 5% of their HP at the start of each turn. It will also cure them of minor statuses over time (usually within 2 turns). This song has 8 range. Costs: 4 pg
(TBA) Profound Still: Hex. This unit takes a turn to create a 2 range field around itself. Magic type attacks and damage will be completely negated in the field; however, this also applies to this characters own spells and hexes, alongside the magical attacks and abilities of its allies. This field lasts for 5 turns. Costs: 3 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) Promised Walk of Peace: This character may activate this ability twice per battle. It must take a turn to activate this ability. This field of magic will prevent enemies who start a turn adjacent to this character from moving away from it. It will also reduce the speed of adjacent foes by 30 points. This field lasts for 3 turns. Characters who innately resist light or magic will only have their speed reduced by 15 points. Costs: 5 pg
(TBA) Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg
(TBA) Raise the Horde: This unit can take a turn to summon 64 pg worth of skeleton units. He may only place two times this initial value on the map at any given time (128 pg worth of units). He can continually take a turn to reanimate skeletons if he chooses, but the skeletons will always be summoned adjacent to him. He can summon skeletons (8 pg), bonewheel skeletons (10 pg), giant skeletons (20 pg), and skeleton beasts (33 pg). These units stay in play for 10 turns. Costs: 20 pg
(TBA) Lair of The Gravelord: Nito may select an area in which to rest. This area must be out of the way, not in a city, and away from daylight. It may not be within 30 spaces of a portal. In this area, Nito will recieve a 50% attack and defense boost. If Nito falls in this area, his skeletons will continue to rise on their own, only staying dead for 2 turns. This will continue until Nito has recovered from the death cooldown after leaving the portal. This allows Nito to protect what is precious to him and retain a foothold for his covenant. Costs: 6 pg(TBA) Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. Costs: 4 pg
(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
(TBA) Skeletal Armor: This unit wears skeletons as armor. The armor has a base 50 defense, and for each skeleton unit that dies in battle, this unit can add the bones to their armor, for a total of 10 defense for each unit (50 for skeletal giants and beasts). Bludgeon, explosion, and claw type attacks can break off a portion of the armor, and the amount of armor lost will vary depending on the amount of wear generated by the attacks. The armor can reach 500 defense without speed penalties. It can go beyond this amount, but speed penalties increase rapidly. The armor is added automatically, but choosing to reduce the armor requires taking a turn. Costs: 3 pg
(TBA) Recover: 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 five turns. Costs: 5 pg
(TBA) Skeletal Heal: Nito can take a turn to deanimate all skeletons in play. He then receives 3% hp recovery for each skeleton in play. Skeleton giants or Skeleton dogs will grant 5%. All skeletons will be deanimated by this attack, it cannot be selective. This healing only occurs when skeletons are deanimated voluntarily, not when they are defeated or when their turn limit ends. Costs: 4 pg
(TBA) Bony Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it into bony terrain. Bony terrain hurts any characters that walk on it. Bony terrain generally takes 10% of a characters HP for every turn they start in it. Bony terrain lasts much longer than fire or other negative terrain affects. Flying or levitating characters are immune to bony terrain. Walking characters take two move to pass through bony terrain. Costs: 4 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
(TBA) Trail of Death: This unit may leave a trail of bony terrain behind itself while it moves. Enemy units (or allies who are not immune) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10% damage. Cost: 5 pg
(TBA) Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will multiply the damage of normal strikes by 3. Costs: 16 pg
(TBA) Hex: Dark/Magic type attack. Range 1-2. This unit casts a dark spell at the enemy. Base might 40. Dark and magic skill levels can increase the base damage of this attack. If the enemy has a status condition, the total attack damage of this move will double. Costs: 4 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) 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) 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 melee level.
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) Unleash Death: This character may use this instead of a normal attack. This attack may strike more than once. The base might of this attack is 200, and it will add 2 x this character's base attack stat to that damage. This attack will completely ignore armor, defense, and resistences. This attack only works on organic, mortal enemies. Costs: 4 pg
(TBA) Death's Grip: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 2 x the damage of the miasma of death and disease. This abiltiy also gives the same status as the miasma of death and disease. Costs: 4 pg
Character Type: Summoner, Support, Dark, Monster, Magic
Weakness: Weakness to ice and fire type damage. Mild increase in the likelyhood to be burned or frozen. Resists dark and poison damage. Immune to poison, bleeding, and pain statuses.
Caps
Attack: 400
Defense: 400
Speed: 100
Skill: 155
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