Shinobu Reborn: Level 55 (update abilities)
HP: 84,000 (109,200 Seraph Robe)
Attack: 450
1 Spear: 5
5GM Sword: 1,000
5GM Absorb: 1,000
5GM Poison: 1,000
5 Dark: 25
1 Whip: 5
1 Magic: 5
Shinobu's Stinger: 500 (950) (1,950) (2,950) (5,900) (25,075) (50,150) (100,300) (150,450) (225,675 when attacking)
Defense: 300
5M Armor: 80
1M Shield: 40
Poisonscale Pendant: 20 (220) (1,210) (2,420) (3,470)
Toxic Shroud: 40 (240) (280) (1,540) (3,080) (6,550)
Speed: 200 (220) (+10 avoid) (+25 avoid)
Skill: 211
(221)
Move: 7
Items:
Pure Needle++: A weapon designed by a nail-smith. This weapon may access nail-exclusive abilities, but it functions more like a spear. 800 base pierce/absorb-type damage. It will also return immediately after being thrown. This weapon is extremely difficult to break.
Shinobu's Stinger++: +20 speed. Shinobu Kocho has modeled this blade off of her own signature weapon. After great effort, she has reforged it beyond even its original strength. Unlike most blades, this blade cannot activate cleave. However, it makes up for this with its staggering speed... and its capacity to inject poison on every strike. The user may activate any poison ability using this blade both when attacking and countering, and when using this blade their %chance activation rate of poison abilities will be increased by 20. This weapon currently has 250 (500) absorb/blade type base might.
Deals 50% more damage when attacking.
Savage Absorb Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/absorb 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 proficiency. This seal is placed on a weapon and cannot be removed during a battle.
Sentinel's Cloak: A brightly colored cloak. The striking color distracts foes, making them easier to both avoid and hit. Grants +10 avoid and +10 skill.
Xenomorph Toxic Shroud: A powerful shield of acid that a Xenomorph releases. This shield is generated by an internal organ, and as such it is very difficult to steal. This shield offers 40 base defense and is boosted by the shield and poison skill stats and item boosts of this character.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
2-Metroid Core: A rare item, 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.
4- Jade Cube: A brilliant green chunk of jade that has be cut into the shape of a small cube. This item will boost absorb type attacks by 50%, but it may not be used by plant based characters.
16-Poison Bloom+Plate
Abilities:
Insect Breathing: This character may use many different forms of sword techniques via her unique Insect Breathing form. If this character is incapable of breathing (due to a choke or the environment), she will be unable to use these techniques. This ability allows this character to strike flying foes with regular sword strikes. This ability may not be removed by strategist.
Butterfly Dance-Caprice: This form allows the user to rocket into the air and then launch down at a foe, showering them in butterflies that make the character using this attack incredibly difficult to see. When using this attack, the evasion of this character will be +100. This attack will always strike five times and only five times, but each strike will deal 30% of a regular sword swing.
Dance of The Bee Sting-True Flutter: This form may be used once every other turn. This attack will only strike once, and will deal 50% more than a regular sword strike. This form will also allow this character to poison foes who are normally immune to poison, and will increase poison status trigger chances by 30%.
Dance of The Dragonfly-Compound Eye Hexagon: This form may be used once every three turns. This attack will strike 6 times and only six times. The strikes will deal the same damage as a regular sword attack.
Dance of The Centipede-Hundred Legged Zigzag: This ability may be used once every four turns. This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal sword attacks by 50%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy.
Costs: 13 pg
Wisteria-Poison: Signature ability. Shinobu may attempt to poison the foe she strikes with deadly Wisteria Poison. Wisteria Poison deals 5x damage to demons, and it will prevent them from using any form of auto-healing. This poison has a 50% (70%) (100%) chance to be given to a foe during any normal or Insect Breathing sword strike. The base damage of this poison is 300 (500) (2,750) (5,500) (8,250) per turn for the rest of the battle. Costs: 4 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 (205) (1,128) (2,256) (6,768) damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. Costs: 5 pg
Poisonous Proficiency (II): If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 200%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 6 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg (I Max)
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
Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add +3 to their total movement, add +20 to their avoid for the rest of their phase. Costs: 2 pg
Fragile Strength: Increases the total damage of the user's nail attacks by 50%. However, if this character falls in battle, they must wait three weeks for this ability to mend. Costs: 4 pg
Purge: This unit may take a turn to heal an ally's of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
Quiver Dance (II): This ability may be used 10 times per battle. This unit may take a turn to boost their total damage and speed stat by 35% (however, the maximum amount
of speed that can be added is 20 per dance, with a 50 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg (II Max)
Mad Doctor: This character will occasionally create consumables mid battle. The value of these items ironically depends on the poison skill level of the character. The consumables they make can do numerous things, and may be kept in storage if not used in battle. These consumables only work on organic characters. The most common consumables are listed below, descending in order of rarity:
Health Tonic: 10% max HP healed. (Can stack)
Cleansing Tonic: Cleanses a character of minor statuses.
Invigorating Tonic: +10 speed and skill for 3 turns. (Can stack up to +30)
Empowering Tonic: 50% damage boost to attacks for 1 turn (Can stack up to 100%)
Life Saving Tonic: Extremely rare. This tonic may be used on the corpse of a fallen foe. Doing so will have a 50% chance to bring them back to life... but only with 10% of their HP. This must be done immediately after death, and the tonic will only work on a character once per battle.
Costs: 4 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
(TBA) Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 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) Poisonous Proficiency: If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 100%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 3 pg
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) Focus: This unit may spend a filled soul or thread vessel to heal 50% of its HP. This takes a turn to accomplish. Costs: 4 pg
(TBA) Build Thread: This ability cannot be removed by strategist. This character will gain thread each time it strikes a foe. It will gain one "thread point" for each damaging strike it actually lands. Six of these points will fill its vessel completely, and it cannot make more. A full spool vessel may be used for many different types of attacks and abilities. Costs: 2 pg
(TBA) Quick Slash: Doubles the number of times this user strikes with a nail. Costs: 5 pg
(TBA) Needle Flip: Hornet Signature ability. This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal needle attacks by 50%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy. This ability may be used once every other turn. Costs: 5 pg
(TBA) 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
(TBA) Git Gud!:
The character taunts an adjacent foe. The foe is then unable to use any
sort of specialized attack or status move. They also receive -15 skill.
This status lasts for 3 turns. Costs 3 pg
(TBA) Nail Parry and Riposte: 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 parry the
blow. This ability has a 50% chance to activate. If it fails, this
character will take the hit, and it will have the power of its
counter-attack reduced by 25%. However, if it succeeds, the parry will
completely negate the damage of the blow and the follow-up attack made
by this character will have +40 hit and deal x 2 damage. After landing
this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
(TBA) 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
(TBA) 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
(TBA) Thread Burst: Upon filling up the spool of thread, this
character may unleash a wave of thread empowered with both magic and
absorb type element. This burst has a base 100 whip/magic/absorb type
might and will strike all enemies within 5 spaces. It has a +30 hit, and
each enemy will calculate their dodge and counter-attack separately.
Costs: 4 pg
(TBA) 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 3x 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
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
(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) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) 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
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Speed, Melee
Weakness: Magic Type damage. Resists light.
Caps:
HP: Low
Attack: 200
Defense: 50
Speed: 145
Skill: 156
Move: 7
No comments:
Post a Comment