Silvanus: Level 41
HP: 29,700 (38,6100 Seraph Robe)
Attack: 60
GM Bow: 200
5M Martial: 80
5M Poison: 80
Silvanus' Darkwood Longbow: 400 (460) (660) (740) (2960)
Silver Gauntlets and Shin-guards: 100 (160) (240)
Defense: 50
5M Armor: 80
Silent Bowman Armor: 200 (250) (320)
Shadow of Yharnam Cloak: 100 (420)
Speed: 105 (135 avoid)
Skill: 152 (172)
Move: 6
Items:
Slivanus' Darkwood Longbow: +20 skill. -10 speed at 1 range. An incredibly well-crafted bow. The finest in Rome. This Darkwood bow is nearly unbreakable and has a range of 1-3. However, the bow may only fire once, and it cannot counter-attack. Silvanus usually uses poison arrows with this weapon. Base 400 pierce/poison type might.
Silver Gauntlets and Shin-guards. These odd weapons boost the martial attack of the character. They do not inhibit weaponized body boosts. These weapons may be used to counter-attack even if the character has a particular weapon equipped. These weapons have a base 100 martial type might.
Silent Bowman Armor: +30 avoid. This armor may not grant any resistences, but it is extremely easy to hide in. This set of armor makes Silvanus very hard to strike. The armor has moderate wear resistence. Grants 200 defense.
Speed: 105 (135 avoid)
Skill: 152 (172)
Move: 6
Items:
Slivanus' Darkwood Longbow: +20 skill. -10 speed at 1 range. An incredibly well-crafted bow. The finest in Rome. This Darkwood bow is nearly unbreakable and has a range of 1-3. However, the bow may only fire once, and it cannot counter-attack. Silvanus usually uses poison arrows with this weapon. Base 400 pierce/poison type might.
Silver Gauntlets and Shin-guards. These odd weapons boost the martial attack of the character. They do not inhibit weaponized body boosts. These weapons may be used to counter-attack even if the character has a particular weapon equipped. These weapons have a base 100 martial type might.
Silent Bowman Armor: +30 avoid. This armor may not grant any resistences, but it is extremely easy to hide in. This set of armor makes Silvanus very hard to strike. The armor has moderate wear resistence. Grants 200 defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
3-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
Abilties:
Skilled Shot II: This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. Costs: 8 pg
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 3 x 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
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
Potent Tranquilizer: This unit may use this ability once per battle. If this character strikes an enemy with an arrow, it will put them into a deep sleep. This character has a 5% chance to wake up at the start of each turn after they are put to sleep. This sleeping character is extremely easy to capture (they may be captured by a single unit, and they do not have to be bellow 10% HP). However, if this character recieves mortal damage (if their HP drops bellow 10%), they will wake. Costs: 6 pg
Skills:
Martial: 5M
Marksman: GM
Poison: 5M
Armor: 5M
Character Type: Marksman, Martial
Weakness: Weak to tail, horn, and wing damage. Resists pierce type damage.
3-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
Abilties:
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
Skilled Shot II: This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. Costs: 8 pg
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 3 x 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
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
Potent Tranquilizer: This unit may use this ability once per battle. If this character strikes an enemy with an arrow, it will put them into a deep sleep. This character has a 5% chance to wake up at the start of each turn after they are put to sleep. This sleeping character is extremely easy to capture (they may be captured by a single unit, and they do not have to be bellow 10% HP). However, if this character recieves mortal damage (if their HP drops bellow 10%), they will wake. Costs: 6 pg
Skills:
Martial: 5M
Marksman: GM
Poison: 5M
Armor: 5M
Character Type: Marksman, Martial
Weakness: Weak to tail, horn, and wing damage. Resists pierce type damage.
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