Genichiro Ashina: Level 82
HP: 660,000 (1,320,000 Draught of Life+1UP) (2,640,000) (3,960,000) (4,752,000) (5,702,400)
Attack: 14,000
5GM Sword: 1000
5GM Marksman: 1000
5GM Energy: 1000
5GM Dark: 1000
Ashina Elite Katana: 900 (14,900) (15,900) (31,800) (63,600) (190,800) (954,000) (1,192,500)
(Sword) Lightning of Tomoe: 900 (14,900) (15,900) (16,900) (126,750) (143,650) (287,300) (373,490) (1,867,450) (2,801,175) (4,201,763) (5,252,203)
(TBA) The Black Mortal Blade: 3000 (17,000) (18,000) (19,000) (142,500) (161,500) (323,000) (646,000) (969,000) (1,816,875)
Ashina Greatbow: 900 (14,900) (15,900) (31,800) (63,600) (190,800) (954,000) (1,192,500)
(Bow) Lightning of Tomoe: 900 (14,900) (15,900) (16,900) (126,750) (143,650) (287,300) (373,490) (1,867,450) (2,801,175) (3,501,469)
Defense: 14,000 (28,000)
5GM Armor: 1000
5GM Armor: 1000
Ashina Great Samurai Armor: 400 (28,400) (29,400) (58,800) (88,200)
5GM Shield: 1000
Ankalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (62,400)
Ankalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (95,400)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (128,400)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (161,400)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (192,000)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (222,600)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (253,200)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (283,800) (567,600) (851,400)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (283,800) (567,600) (851,400)
Speed: 296 (306) (311) (322) (+5)(+10)(+20 avoid)
Skill: 305 (+20 skill)(+20)(+10)
Move: 8 (10)
Items:
Skill: 305 (+20 skill)(+20)(+10)
Move: 8 (10)
Items:
4-Mako Cells
Centaur Heart+Soul
Rune Arc
Crystal Soul
Ashina Elite Katana++: +10 (20) speed. A masterfully crafted blade. This weapon has a base 900 blade-type might.
Ashina Elite Katana++: +10 (20) speed. A masterfully crafted blade. This weapon has a base 900 blade-type might.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
(TBA) The Black Mortal Blade+++: A weapon of terrible power. This blade deals extra damage to 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. This weapon is a gate to the afterlife, and as such can be used to pull characters into the Gemnode universe who have died in their own. However, this will require sacrificing oneself to the sword, and only characters who share a bloodline will serve as a proper sacrifice. Base 3000 dark/blade type might. In its final state, this weapon boasts 1-2 (3) range. If this character takes a turn to charge this blade, it doubling its damage in its next engagement. Having been reforged with a savage dark weapon seal, this weapon now deals 50% more damage when initiating the attack.
(TBA) The Black Mortal Blade+++: A weapon of terrible power. This blade deals extra damage to 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. This weapon is a gate to the afterlife, and as such can be used to pull characters into the Gemnode universe who have died in their own. However, this will require sacrificing oneself to the sword, and only characters who share a bloodline will serve as a proper sacrifice. Base 3000 dark/blade type might. In its final state, this weapon boasts 1-2 (3) range. If this character takes a turn to charge this blade, it doubling its damage in its next engagement. Having been reforged with a savage dark weapon seal, this weapon now deals 50% more damage when initiating the attack.
(TBA) 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.
Ashina Greatbow+: -20 speed. An extremely heavy bow. However, that weight lends itself to great power. This bow has 1-3 range and a base 900 pierce type might.
Ashina Great Samurai Armor: -10 speed. This armor offers heavy defense and grants extreme resistance to fire, blade, and pierce type damage. However, due to its cumbersome design, many characters choose to shed it... depending on the situation. If shed grants +10 speed. This armor may not be worn with other armor.
Ashina Greatbow+: -20 speed. An extremely heavy bow. However, that weight lends itself to great power. This bow has 1-3 range and a base 900 pierce type might.
Ashina Great Samurai Armor: -10 speed. This armor offers heavy defense and grants extreme resistance to fire, blade, and pierce type damage. However, due to its cumbersome design, many characters choose to shed it... depending on the situation. If shed grants +10 speed. This armor may not be worn with other armor.
2-Raw Energy Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the Energy and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in Energy to use this shield.
Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.
12- Energy Gems+Plate
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: Node Raven Hena's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items is easily lost or stolen.
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 War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Brutal Temporal Fissure: An uncanny object created from merging multiple temporal fissures. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. If time abilities are used against this character, a Guardian or Reaper will immediately punish the foe who used the ability.
Devilish Destruction Charm
4-Poms of Power (Energy,Dark)
12- Energy Gems+Plate
24-Dark Gems+Plate
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+Plate
Needle Stone+Plate
Abilties:
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+Plate
Needle Stone+Plate
Boots+Heavy Duty Boots
Abilties:
Spiral Cloud Passage (III): Signature ability. A unique attack mastered by Genichiro. This is an activated ability. It will strike 8 times with full damage (but half posture damage) blows. It will then finish with a single double damage strike. This ability may be used once every four turns. At second tier, this art gains +60 skill/avoid vs melee weapon users. This buff is doubled vs sword users. At third tier, every strike of this attack that lands will deal chip damage that completely ignored defense. This additional damage will be equal to 25% the damage of the normal strikes. Costs: 20 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (5x). Costs: 4 pg
True Way of Tomoe (II): This character may take a turn to imbue their weapon with Lightning. This buff will last for 5 turns. It will also add 1 (2) (3) range to the attack of the weapon that has been buffed. This unusual lighting will not remove proficiency boosts when the augment fades, and though proficiency does not boost the augmented weapon, Pure stones (Weapons Mastery) still does. This augment will also increase the total damage of attacks by 50%. Characters struck with the lightning will have a 30% (60%) (75%) chance to flinch (Stun). However, this art is difficult to wield, and using it will result in a -15 skill penalty until the augment ends. Costs: 14 pg
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.
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
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
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
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
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 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
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
(TBA) Way of Tomoe: This character may take a turn to imbue their weapon with Lightning. This buff will last for 5 turns. It will also add 1 (2) range to the attack of the weapon that has been buffed. This unusual lighting will not remove proficiency boosts when the augment fades, and though proficiency does not boost the augmented weapon, Pure stones still do. Characters struck with the lightning will have a 30% chance to flinch. However, this art is difficult to wield, and using it will result in a -15 skill penalty until the augment ends. Costs: 6 pg
Character Type: Melee
Weakness: This character will take 50% extra damage from a Posture-Break Deathblow. This character resists martial attacks. This character resists real damage blows. This character is undying and cannot usually be killed in battle, but he may fall.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 136
Skill: 145
Move: 7
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 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
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
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg (Ring)
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
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
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.
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.
(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg
(TBA) Spiral Cloud Passage (II): Signature ability. A unique attack mastered by Genichiro. This is an activated ability. It will strike 8 times with half damage (and half posture damage) blows. It will then finish with a single normal strike. This ability may be used once every four turns. At second tier, this art gains +30 skill/avoid vs melee weapon users. This buff is doubled vs sword users. Costs: 10 pg
(TBA) Spiral Cloud Passage: Signature ability. A unique attack mastered by Genichiro. This is an activated ability. It will strike 8 times with half damage (and half posture damage) blows. It will then finish with a single normal strike. This ability may be used once every four turns. Costs: 5 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
Character Type: Melee
Weakness: This character will take 50% extra damage from a Posture-Break Deathblow. This character resists martial attacks. This character resists real damage blows. This character is undying and cannot usually be killed in battle, but he may fall.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 136
Skill: 145
Move: 7
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