Tuesday, June 4, 2019

Gehrman, The First Hunter





Gehrman, The First Hunter: Level 44
HP: 49,140
Attack: 176
2GM Scythe: 400
1GM Sword: 200
5M Marksman: 80
5M Light: 80
Burial Blade-Scythe: 400 (576) (776) (1176) (2352) (4704) (23,520)
Burial Blade-Sword: 200 (376) (576) (976) (1952) (3904) (19,520)
Burial Blunderbuss: 300 (476) (556) (1112) (5560)
Quicksilver Bullet: 300 (856) (1712) (8560)
Light Blast: 176 (256) (1280)
Miasma of Death and Disease: 300 (340) (360) (1,440) (2,880)
Defense: 88
5M Armor: 80
First Hunter's Gear: 300 (388) (468) (608)
5M Shield: 80
Lightscale Pendant: 20 (100) (180) (900) (1368) (1778)
Speed: 121 (131)
Skill: 110
Move: 6




Items:

Burial Blade: A trick-weapon, and the weapon of choice for the First Hunter. This deadly scythe boost in skill for both sword and scythe levels. This weapon may be converted at the start of this character's turn into either a sword or a scythe. As a scythe, the weapon requires two hands to properly wield, but it has a 400 base might both when attacking and when defending, which is unusual for scythes. It will also add 5^ to all cleave chances in scythe form. In it's sword form, it has a base 200 blade type might, and it boosts the speed of this character by 10. This weapon is quite old, and is actually somewhat fragile. However, the knowledge of a true hunter could easily be used to repair it.

Burial Blunderbuss: A powerful weapon used to fire slugs. This gun has a base 300 bullet type might. It may also be loaded with powerful quick-silver bullets, making it much stronger.

10-Quicksilver bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the hunters dream in exchange for gold and blood.

10-Blood vials: These vials of blood may be quickly injected to replinish HP. For a small character, each vial will heal them 10% of their total HP. Only 5 of these vials may be used at the start of any given turn. For medium characters, these vials only heal 5%. For large, 2%. Titanic characters are not healed by blood vials. These vials may be purchased in the hunters dream, or crafted by particularly old and skilled hunters.

First Hunter's Gear: A dashing suit, coat, cloak, and top-hat. This equipment notably boosts the chance of charisma activation. It offers no speed penalities, and grants 300 defense. It also resists bullet, claw, and bite type damage. It reduces the chance of bleed activating skills used against this character by 30%.

Lightescale Pendant: An ancient pendant, made from a white dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the light skill stat and boosts of this character. This item is easily lost or stolen.

Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used.

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 increases the chance of bleeding statuses by 20%.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.

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

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence. 


Abilities:

Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

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

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

Pouring Wounds: 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 40% (60%) (80%) of the time. This ability only activates on physical attacks.  Costs 3 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg

Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

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 Swordsmanship level.

Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 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

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 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) 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 -10 skill
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

Character Type: Melee, Status

Weakness: Mild spear, fire, and lightning weakness. Resists bleeding and fear statuses. Resists dark.

Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 138
Skill: 125
Move: 7

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