Friday, August 30, 2019

Headless





Headless: Level 46
HP: 43,200
Attack: 570
5M Dark: 80
5M Fire: 80
4M Sword: 70
Headless Great Katana: 500 (1070) (1150) (1230) (1300) (5200) (10400)
Dark Blast: 80 (650) (2600)
Fire Blast: 80 (650) (2600)
Defense: 370
Speed: 101
Skill: 147 (162)
Move: 4




Items:

Headless Great Katana: +15 hit. This massive Katana is used by Headless in a bizarre fighting style that is truly difficult to read and avoid. The ghostly blade is especially unusual in that it is enhanced by two elements: fire and dark. Base 500 blade/fire/dark type damage. Only a headless can wield this weapon. Others that try risk suffering terrible misfortune.

Lapis Lazuli: A precious stone, used to add magic to certain kinds of shinobi weapons. Occasionally dropped by Headless.

6- 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. 

12- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.

Abilities:

Absolute Terror: Headless ability. This character generates a hideous aura, so unnatural that it can actually stop the heart of any character who engages with them. If a character attacks or is attacked by this character, they will build this mortal terror by 20%. If they start a turn next to this foe, they will build this terror by 10%. If this terror builds to 100%, the character will immediately lose 50% of their HP and have their max HP reduced by 10% for the next three turns. This HP reduction can stack. This ability may only trigger in a character once per phase. If a character spends a turn without engaging a Headless, they will reduce their terror build by 20%. This build-up can stack if multiple headless are nearby at once. This ability cannot be removed by strategist. Some characters are immune to this status. Costs: 8 pg

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

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

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

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

Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. 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

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg


Character Type: Fear, Melee, Stealth, Wraith

Weakness: Extreme weakness to magic type attacks. Resist blade, pierce, bludgeon, and martial. Cannot be poisoned, bled, cursed, and are immune to fear, flinch, and stunning statuses. 



No comments:

Post a Comment