Father: Level 80 (Deceased)
HP: 756,000 (1,134,000 1UP) (1,512,000 heart containers)
Attack: 10,000
5M Energy: 80
5M Fire: 80
5M Explosion: 80
5M Dark: 80
2 GM Light: 400
5M Psychic: 80
5M Absorb: 80
5M Martial: 80
5M Air: 80
Energy Blast: 10,000 (10080) (50400)
Fire Blast: 10,000 (10080) (50400)
Explosion Blast: 10,000 (10080) (50400)
Light Blast: 10,000 (10,400) (52,000)
Psychic Blast: 10,000 (10080) (50400)
Absorb Blast: 10,000 (10080) (50400)
Air Blast: 10,000 (10080) (50400)
Dark Blast: 10,000 (10080) (50400)
Martial Attack: 10,000 (10,080)
Defense: 10,500
Vibranium Chain-mail: 600 (11,100)
World's God Armor: 1000 (12,100)
Raining Sunlight Cloak: 150 (12,250)
Flamescale Pendant: 20 (100) (500) (12,750)
Lightscale Pendant: 20 (420) (2100) (14,850)
Energyscale Pendant: 20 (100) (500) (15,350)
Windscale Pendant: 20 (100) (500) (15,850)
5M Shield: 80
Speed: 281
Skill: 300
Move: 9 (10)
Items:
The Soul Stone-True Philosopher's Stone: One of the six Infinity Stones. This astounding object allows any character holding it to access soul absorbing/holding abilities. This object itself can be used to contain the purest forms of souls and can hold nearly a limitless amount. If the character naturally has those abilities, then this stone will increase the potency of those abilities by 50%.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
5-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Raining Sunlight Cloak: An astoundingly bright cloak. This cloak will blind enemies who are within 1-2 spaces of this character, but only during the day. This will result in a -20 skill penalty for the foes within range of this blinding aura. Some enemies are immune to this status. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.
Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.
World's God Armor: Glorious Armor. Astoundingly well crafted and made of unbelievably valuable ore. This armor grants extreme immunity to explosion, fire, dark, and psychic. Destroying this armor would be nearly impossible. Grants 1000 base defense.
Flamescale Pendant: An ancient pendant, made from a red 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Energyscale Pendant: An ancient pendant, made from a blue 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 energy skill stat and boosts of this character. This item is easily lost or stolen.
Lightscale 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.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
Finger Of Greed: An odd golden hand, pointing a finger wantingly. This item will drastically increase item drops by fallen enemy units.
10-Black Rose: A small black flower. If a character is put to sleep, they may immediately choose to use this item. It will give them 1000 damage regardless of their defense but will also immediately wake them. This item is only able to be used once.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Lifespark Totem: An anti-deletion weapon. This incredible amulet holds a flame born from some unknown fire and was crafted by casting a deletion weapon into the Mirror Pool. This amulet may restore a total of 400,000 (241,000) deleted HP before crumbling to dust.
Clear Air Crystal Feather: A feather of Lugia blessed by a Gemnode. Placing this large, shimmering feather onto the map will cause the clear-air status to activate. This will prevent any and all abilities that grant extra turns and will stop any AoE type attacks that have a range of 6 squares or greater. The feather is easily destroyed... but can also easily be picked up and stolen. Doing either will clear the status.
Souls: These Souls were absorbed into the Soul Stone by Father. They grant an ability or boost, but each may only be used one turn per battle, and the maximum number of souls that can be accessed per turn is 3. Collected Souls:
Sans- Karma Immunity, Gravity
Grimm- Hypnosis
Ghirhaim- Sword Catcher
Gothmog- Flame and Explosion Resist
Mantis Lords- Absorb Resist
Pure Vessel- Void Tendrils
Count Dooku- Sith Lightning
The Witch King- Dark Resist
Isshin- Extreme Blade Resist
Aang- Air immunity
Bewilderbeast- Ice resist
Ice King- Ice immunity
Flame Princess- Consume Fire
Beast Titan- Diamond Skin
Colossal Titan- Flame Body
Death- Instant Kill immunity
IT- Fear immunity
Soul of Cinder- Fire Damage 50% boost
Rayquaza- Air 50% boost
Giratina- Warp
The White Witch- Freeze Immunity
Smaug- Clutch
Obi-Wan- Force Sense
Yoda- Force Sense
Mob- Doubles Psychic Damage
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
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- Twisted Spoon: Boosts any unit's psychic type damage by 50%.
8- Air gems: Boosts any unit's air type damage by 50%. Can be used to double the movement of winged flying characters.
8- Air gems: Boosts any unit's air type damage by 50%. Can be used to double the movement of winged flying characters.
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%
4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
4-Drop of Pure Sunlight: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true master of light.
Abilities:
Alchemy Soul Shield: An incredibly powerful shield. This ability is used only by Hoenheim and Father, and unless an alchemist holds a philosopher's stone, they cannot ever hope to use this ability. Using this ability will drain said philosopher's stone very quickly. This shield will grant the character and all adjacent allies extra defense equal to 5% (10%) of this character's current HP. Using this shield, however, prevents the character from counter-attacking, and the shield is not present when this character attacks. The shield also prevents this character from healing, and every turn they have their shield open will reduce their total HP by 10%. This shield can be bypassed by magic and psychic type attacks, and though it is incredibly difficult, shatter and explosion type damage can break it for one turn. Costs: 8 pg
Our Father: Father Signature Ability. The Homonculi consider themselves children of the Father. As long as they are still aligned to his cause, they will receive a speed ad skill boost of 40 alongside and attack and defense boost of 50% if they are within 10 spaces of him. Costs: 10 pg
Absorb Souls: Father Signature Ability. This terrifying ability must be used instead of attacking. Father may target 3 foes within 10 range. Those foes will have their movement reduced by 3 and will lose 20% (30%) of their HP at the start of their next turn, and this status will continue as long as Father is using the ability. However, while using this ability, he cannot access his soul shield, and he cannot counter other foes. Father will heal half of the damage he deals when using this ability on enemies. If the foe lacks a soul, this ability will not work. Costs: 10 pg
Unleash A Sun (II): This Ability will utterly decimate friends and foes alike. Father takes 1 turn to charge and then may move and unleash a sun that is a 5 (10) range AoE. This attack cannot be dodged. Only he remains unhurt by this attack, all other foes will be blasted to the edge of the massive sphere of flame. The sun will remain on the map until the end of the battle. Father may use this attack once every 12 (8) turns. The sun will deal massive burn damage to anyone who moves into it, costing the character 40% of their HP if they end their turn standing in it. This attack has a 100% chance to induce the severe burning status. The initial blast has a base 100 (10100) (10180) (10260) (10340) (51700) (103400) (155,100) fire/light/explosion type might. Costs: 22 pg
Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg
Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, 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. This ability triggers even on specialized, activatable attacks. Costs: 4 pg
Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg
Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg
Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% (30%) of their HP at the beginning of every turn. The character may only use this ability for twenty (35) turns in any given battle. Costs 5 pg
Strategist: This unit may choose a first level ability held by an enemy unit within three spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. A strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
Character Type: Worldbreaker, Diety
Weakness: Resists element type damage, but not fire or explosion. Weak to martial type damage. If this character's HP falls below 10%, he will lose 90% of his attack power and his defense. This character cannot perform vantage attacks.
4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.
8- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
4-Drop of Pure Sunlight: These incredibly potent items of light are able to double a character's light type damage. They are incredibly hard to steal, but also can only be held by a being who is a true master of light.
Abilities:
Alchemy Soul Shield: An incredibly powerful shield. This ability is used only by Hoenheim and Father, and unless an alchemist holds a philosopher's stone, they cannot ever hope to use this ability. Using this ability will drain said philosopher's stone very quickly. This shield will grant the character and all adjacent allies extra defense equal to 5% (10%) of this character's current HP. Using this shield, however, prevents the character from counter-attacking, and the shield is not present when this character attacks. The shield also prevents this character from healing, and every turn they have their shield open will reduce their total HP by 10%. This shield can be bypassed by magic and psychic type attacks, and though it is incredibly difficult, shatter and explosion type damage can break it for one turn. Costs: 8 pg
Our Father: Father Signature Ability. The Homonculi consider themselves children of the Father. As long as they are still aligned to his cause, they will receive a speed ad skill boost of 40 alongside and attack and defense boost of 50% if they are within 10 spaces of him. Costs: 10 pg
Absorb Souls: Father Signature Ability. This terrifying ability must be used instead of attacking. Father may target 3 foes within 10 range. Those foes will have their movement reduced by 3 and will lose 20% (30%) of their HP at the start of their next turn, and this status will continue as long as Father is using the ability. However, while using this ability, he cannot access his soul shield, and he cannot counter other foes. Father will heal half of the damage he deals when using this ability on enemies. If the foe lacks a soul, this ability will not work. Costs: 10 pg
Unleash A Sun (II): This Ability will utterly decimate friends and foes alike. Father takes 1 turn to charge and then may move and unleash a sun that is a 5 (10) range AoE. This attack cannot be dodged. Only he remains unhurt by this attack, all other foes will be blasted to the edge of the massive sphere of flame. The sun will remain on the map until the end of the battle. Father may use this attack once every 12 (8) turns. The sun will deal massive burn damage to anyone who moves into it, costing the character 40% of their HP if they end their turn standing in it. This attack has a 100% chance to induce the severe burning status. The initial blast has a base 100 (10100) (10180) (10260) (10340) (51700) (103400) (155,100) fire/light/explosion type might. Costs: 22 pg
Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg
Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, 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. This ability triggers even on specialized, activatable attacks. Costs: 4 pg
Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg
Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg
Strategist: This unit may choose a first level ability held by an enemy unit within three spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. A strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
Character Type: Worldbreaker, Diety
Weakness: Resists element type damage, but not fire or explosion. Weak to martial type damage. If this character's HP falls below 10%, he will lose 90% of his attack power and his defense. This character cannot perform vantage attacks.
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