Sekiro: Level 52
HP: 66,000
Attack: 150
5M Sword: 80
5 Dark: 25
1M Fire: 40
1 Magic: 5
Raijinto's Heir++: 1200 (1350) (1430) (1,788)
Raijinto Heir++: 1200 (1350) (1430) (1470) (1475) (7,375) (14,750) (22,125) (34,570)
The Crimson Mortal Blade: 1000 (1150) (1230) (1255) (6,275) (12,550) (18,825)(23,521)
Lapis Enhanced Elite Flame Vent: 200 (350) (390) (395) (1975) (3,950) (4,938)
Defense: 150
4 Armor: 20
Shinobi Garb: 5 (155) (175)
Sith Cloak: 150 (335)
Nightjar Ninja Feathered Cloak: 200 (375)
Speed: 145 (155) (+10 avoid) (+30 avoid)
Skill: 160 (165)
Move: 7 (12)
Items:
Raijinto's Hier: +10 speed. A masterful blade handed from the mighty Samauria prince to the Shinobi of the Divine Heir. This blade was forged using extremely pure Thor's Ore and the guidance of Ryoma. As such, it is a high base might pure weapon, but can survive elemental augments so long as they are fire oriented. 1200 base blade type might.
The Crimson Mortal Blade: A weapon of terrible power. Initially drawing this blade will immediately kill the character. This blade may kill characters who are immune to death, particularly undying characters such as Zeref, The Divine Heir, Or Nazgul. Characters such as this will take triple damage from this blade. The blade completely ignores immunities and is not affected by consuming abilities. This blade will strike twice and always strike twice regardless of dual-wielding, counter-attacking, or character speed. This weapon cannot be augmented by other elements. Base 1000 dark/blade type might. Having been reforged with a savage dark weapon seal, this weapon now deals 50% more damage when initiating the attack.
Savage Dark Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/dark element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Lapis Enhanced Elite Flame Vent: The improved flame vent. With the addition of the precious material Lapis, this flame vent now deals both fire and magic type damage. 1-2 range. This weapon may not be stolen or permanently destroyed as it is being purchased with power gems. 60% chance to burn. Base 200 fire/magic type might.
Fog Ring: An unusual ring that makes it harder for enemies to notice the wearer. This will reduce the range of an enemy's perception to 10, or if the character has stealth upping abilities, it will reduce perception by and extra space. This item is easily lost or stolen. In fog, this ring will cloak the character on the world map.
Lapis Enhanced Elite Flame Vent: The improved flame vent. With the addition of the precious material Lapis, this flame vent now deals both fire and magic type damage. 1-2 range. This weapon may not be stolen or permanently destroyed as it is being purchased with power gems. 60% chance to burn. Base 200 fire/magic type might.
Fog Ring: An unusual ring that makes it harder for enemies to notice the wearer. This will reduce the range of an enemy's perception to 10, or if the character has stealth upping abilities, it will reduce perception by and extra space. This item is easily lost or stolen. In fog, this ring will cloak the character on the world map.
Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
Nightjar Ninja Feathered Cloak: +10 skill to units who wear this cloak as the only form of armor. A cloak worn by Nightjar Ninja. Protects them during their dangerous missions by offering resistance to blade, pierce, and poison type damage. This cloak also allows a character to glide from high structures. This cloak also protects from cold weather and cold debuffs. Offers 200 defense.
Sith Cloak: A well-made cloak that grants resistance to dark and light type damage. Easily destroyed. Base 150 defense.
Nightjar Ninja Feathered Cloak: +10 skill to units who wear this cloak as the only form of armor. A cloak worn by Nightjar Ninja. Protects them during their dangerous missions by offering resistance to blade, pierce, and poison type damage. This cloak also allows a character to glide from high structures. This cloak also protects from cold weather and cold debuffs. Offers 200 defense.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Minion of Utgar Frayl's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Shinobi Cloak: +10 avoid. A ragged cloak. Adds 5 base defense.
8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
Ninjitsu Text-Pupetter: If this text is held by a character who has critical hit or Shinobi Death Blow, once a battle they may use a text to perform a ninjitsu art. The number of arts a character may perform per battle is determined by the number of texts they hold. This art allows the character to take control of the body of a dead foe if the foe is killed by a Shinobi Death Blow or a Critical Hit. This enemy unit will have half the normal HP of the once-living unit and will fight for three turns before falling back to death.
Berkian Heroe's Pendant: A pendant given to Sekiro for his undying devotion to the Young Lord. After rescuing the child, the noble Shinobi brought him to Berk, and now the young Lord shares his wisdom and insight with many. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill.
Abilities:
Posture Break: This character will slowly break down the posture of his foe. Each strike he lands will decrease the posture of the foe by 1/4 if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8. If a foe loses posture, this character will immediately land a shinobi Death Blow, which will deal 3 x damage and ignore defense and avoid. This death blow may trigger other abilities. This death blow may strike either the throat, head, or heart of the foe. Posture will only be broken by melee weapons at one range. This character will stop striking the foe if they choose to activate this ability during an attack, but the window of opportunity may be open multiple times if this character strikes the foe enough. Costs: 6 pg
Shield Parry and Repost: 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% 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
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
Fang and Blade: This character may use two weapons at once, much like dual-wielding. When doing this, they will suffer a -10 speed and skill boost. If the weapon is a shinobi prosthetic, they will suffer no speed or skill debuffs from using the two weapons at once. Costs: 5 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
Shinobi Of the Divine Hier Ressurection: This unit may resurrect with half HP after dying on the battlefield. However, doing so will also reduce the HP of the nearest ally unit by 50%. Costs: 4 pg
Flame Vent: A flamethrower that is built into the Shinobi Prosthetic. As such it cannot be removed or stolen. Though the weapon is fairly weak, having only a 20 base flame-type might, it is 1-2 range, and has a 60% chance to inflict the burning status on the foe. After obtaining this ability, materials may be used to improve the base damage of this weapon. Costs: 2 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 (5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 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
Yanking Combat: If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg
Flame Vent Augment: If this unit has flame vent they may use the attack to augment their weapon. Attacking with the vent will add the element-type damage of the vent to the sword of the character and boost the total damage of the weapon's attacks by 50%. This ability may be used to augment the weapon even if the vent is not used to directly attack a foe. Costs: 5 pg
Shinobi Fire-Cracker: A blinding firecracker built into the Shinobi prosthetic. This attack may be used once every four turns, but upon using it all enemies within two range will have a 50% (65%) chance to flinch and miss their turn (unless they are attacked, which will remove the flinch after they have been attacked once. They will not counter the first attack). This is a pain/blinding/sound-based status, and as such it even works on some robots or fear resistant characters. Costs: 3 pg
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
Breath of Life: If this character lands a Death Blow from a posture break or an ambush attack or a predatory capitalism it will immediately heal 30% of its total HP. Costs: 3 pg
Shinobi Cloak: +10 avoid. A ragged cloak. Adds 5 base defense.
8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
Ninjitsu Text-Pupetter: If this text is held by a character who has critical hit or Shinobi Death Blow, once a battle they may use a text to perform a ninjitsu art. The number of arts a character may perform per battle is determined by the number of texts they hold. This art allows the character to take control of the body of a dead foe if the foe is killed by a Shinobi Death Blow or a Critical Hit. This enemy unit will have half the normal HP of the once-living unit and will fight for three turns before falling back to death.
Berkian Heroe's Pendant: A pendant given to Sekiro for his undying devotion to the Young Lord. After rescuing the child, the noble Shinobi brought him to Berk, and now the young Lord shares his wisdom and insight with many. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill.
Abilities:
Posture Break: This character will slowly break down the posture of his foe. Each strike he lands will decrease the posture of the foe by 1/4 if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8. If a foe loses posture, this character will immediately land a shinobi Death Blow, which will deal 3 x damage and ignore defense and avoid. This death blow may trigger other abilities. This death blow may strike either the throat, head, or heart of the foe. Posture will only be broken by melee weapons at one range. This character will stop striking the foe if they choose to activate this ability during an attack, but the window of opportunity may be open multiple times if this character strikes the foe enough. Costs: 6 pg
Shield Parry and Repost: 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% 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
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
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
Shinobi Of the Divine Hier Ressurection: This unit may resurrect with half HP after dying on the battlefield. However, doing so will also reduce the HP of the nearest ally unit by 50%. Costs: 4 pg
Flame Vent: A flamethrower that is built into the Shinobi Prosthetic. As such it cannot be removed or stolen. Though the weapon is fairly weak, having only a 20 base flame-type might, it is 1-2 range, and has a 60% chance to inflict the burning status on the foe. After obtaining this ability, materials may be used to improve the base damage of this weapon. Costs: 2 pg
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger to them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add 3 (5) to their total movement, add +20 (+30) to their avoid for the rest of their phase. Costs: 2 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
Yanking Combat: If this character is attacked by a foe that is within three range, they may attempt to yank themselves to the foe or pull the foe to them (determined by size class). This will either put the foe to the closest adjacent space or move this character to the closest adjacent space to the foe. If there are other enemies in the way, this ability will fail. In order to activate this ability, the character must first calculate the hit of their cord they are using to grab their foe. This is calculated like a normal strike, but with -15 hit. Costs: 2 pg
Flame Vent Augment: If this unit has flame vent they may use the attack to augment their weapon. Attacking with the vent will add the element-type damage of the vent to the sword of the character and boost the total damage of the weapon's attacks by 50%. This ability may be used to augment the weapon even if the vent is not used to directly attack a foe. Costs: 5 pg
Shinobi Fire-Cracker: A blinding firecracker built into the Shinobi prosthetic. This attack may be used once every four turns, but upon using it all enemies within two range will have a 50% (65%) chance to flinch and miss their turn (unless they are attacked, which will remove the flinch after they have been attacked once. They will not counter the first attack). This is a pain/blinding/sound-based status, and as such it even works on some robots or fear resistant characters. Costs: 3 pg
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
Breath of Life: If this character lands a Death Blow from a posture break or an ambush attack or a predatory capitalism it will immediately heal 30% of its total HP. Costs: 3 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Lone Wolf: If this unit is not within 10 spaces of any ally units, it will add 25% to the total damage of all its attacks. Costs: 2 pg
(TBA) Lightning Reversal: Sekiro Signature Ability. If Sekiro is attacked by a character he may leap into the air and use his blade to absorb any pure-element attack that has the Lightning Element as a component of the damage. He may reflect lightning/physical attacks if they are being used at two range (Such as Ornstein's Spear or The Master Sword), but not if they are being used from one range. He may reflect pure element attacks that include lightning from any range. Sekiro may redirect the lightning either at the foe or at another enemy character. This reflection will have +15 skill, will deal 50% more damage than the attack that initially was launched at Sekiro, and will prevent the enemy from counter-attacking unless they resist/are immune to lightning if it strikes. This ability has a 60% chance to trigger if the character attacking Sekiro has lower skill. If an ally attacks Sekiro, he may be at most 10 skill points lower than them if he wishes to attempt a reflection. Costs: 5 pg
(TBA) Divine Abduction: -25 hit. This unusual ability can make an enemy unit disappear for 1 turn. It will only work on characters who are up to one size class larger than the character using the ability. This ability may be used once every five turns. Certain abilities may be used to circumvent this status, namely those that involve interdimensional teleportation. Costs: 3 pg
(TBA) Loaded Shuriken: A weapon built into the Shinobi Prosthetic. It is a fairly weak weapon, but it allows the user to throw shuriken which have a 15% chance to induce bleeding. This device will make shuriken thrown always be launched twice while attacking (working like a brave weapon). Shuriken must be found/purchased in order to use this weapon. Costs: 2 pg
(TBA) Loaded Spear: A long spear that collapses down into the Shinobi Prosthetic. The base might of this weapon is 80 pierce type damage. If this weapon strikes a foe who is wearing non-farbic armor or holding a shield, and this character has a higher skill stat than the foe, then it has a 50% chance to completely remove first the shield, and next the armor. The armor and shield must be picked up by the foe if they wish to repair them. Costs: 3 pg
(TBA) Loaded Umbrella: This item must be opened up instead of attacking. It is a massive shield that will reduce the total damage taken from physical attacks by 30%. The shield also offers a base 200 defense, and can be impoved. If this character wishes to counter-attack, they must remove the shield and use it as twin, fan-like blades. This will remove the extra defense, but these blades will strike exactly two times, and they have a base 200 blade-type might and are improved by the shield skill stat of the character. Costs: 3 pg
(TBA) Loaded Axe: -10 hit. This heavy axe is locked into the Shinobi Prosthetic. It may only strike once, but it does immense damage to shields, barriers, and even enemy weapons. On top of this, if the axe lands a blow, it will build the enemy's posture-break by 1/2 regardless of skill levels. This weapon has a base 100 might, but can be improved by using outside materials. Costs: 3 pg
(TBA) Bushido: For every unit in this character's party that is a lower level than it, this unit will boost its total attack damage fifty (maximum 400). Costs: 2 pg
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Smoke Bomb: The character drops a smoke bomb, making a 3 by 3 area around them covered in smoke for 2 turns. In this smoke, the character and their allies receive +10 speed. This takes a turn to accomplish. Costs 2 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Character Type: Melee, Stealth, Assasin
Weakness: Mild weakness to claw damage. Fear status. Resists martial. Resists real damage blows.
Caps:
Attack: 100
Defense: 100
Speed: 135
Skill: 150
Move: 7
(TBA) Lone Wolf: If this unit is not within 10 spaces of any ally units, it will add 25% to the total damage of all its attacks. Costs: 2 pg
(TBA) Divine Abduction: -25 hit. This unusual ability can make an enemy unit disappear for 1 turn. It will only work on characters who are up to one size class larger than the character using the ability. This ability may be used once every five turns. Certain abilities may be used to circumvent this status, namely those that involve interdimensional teleportation. Costs: 3 pg
(TBA) Loaded Shuriken: A weapon built into the Shinobi Prosthetic. It is a fairly weak weapon, but it allows the user to throw shuriken which have a 15% chance to induce bleeding. This device will make shuriken thrown always be launched twice while attacking (working like a brave weapon). Shuriken must be found/purchased in order to use this weapon. Costs: 2 pg
(TBA) Loaded Spear: A long spear that collapses down into the Shinobi Prosthetic. The base might of this weapon is 80 pierce type damage. If this weapon strikes a foe who is wearing non-farbic armor or holding a shield, and this character has a higher skill stat than the foe, then it has a 50% chance to completely remove first the shield, and next the armor. The armor and shield must be picked up by the foe if they wish to repair them. Costs: 3 pg
(TBA) Loaded Umbrella: This item must be opened up instead of attacking. It is a massive shield that will reduce the total damage taken from physical attacks by 30%. The shield also offers a base 200 defense, and can be impoved. If this character wishes to counter-attack, they must remove the shield and use it as twin, fan-like blades. This will remove the extra defense, but these blades will strike exactly two times, and they have a base 200 blade-type might and are improved by the shield skill stat of the character. Costs: 3 pg
(TBA) Loaded Axe: -10 hit. This heavy axe is locked into the Shinobi Prosthetic. It may only strike once, but it does immense damage to shields, barriers, and even enemy weapons. On top of this, if the axe lands a blow, it will build the enemy's posture-break by 1/2 regardless of skill levels. This weapon has a base 100 might, but can be improved by using outside materials. Costs: 3 pg
(TBA) Bushido: For every unit in this character's party that is a lower level than it, this unit will boost its total attack damage fifty (maximum 400). Costs: 2 pg
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Cleave: The unit may try and instant-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
(TBA) Backstab (II): This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 3 x damage and prevent the enemy from counter-attacking if it lands. Costs: 10 pg
(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Backstab (II): This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 3 x damage and prevent the enemy from counter-attacking if it lands. Costs: 10 pg
(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Smoke Bomb: The character drops a smoke bomb, making a 3 by 3 area around them covered in smoke for 2 turns. In this smoke, the character and their allies receive +10 speed. This takes a turn to accomplish. Costs 2 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Character Type: Melee, Stealth, Assasin
Weakness: Mild weakness to claw damage. Fear status. Resists martial. Resists real damage blows.
Caps:
Attack: 100
Defense: 100
Speed: 135
Skill: 150
Move: 7
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