Orphan of Kos: Level 47
HP: 64,260
Attack: 560
5M Poison: 80
5M Magic: 80
5M Psychic: 80
5M Sword: 80
1GM Club: 200
Gravelord Greatsword: 500 (1060) (1140) (1220) (6100)
Orphan's Grief: 800 (1360) (1440) (1640) (8200)
Psychic Blast: 80 (640)
Poison Plast: 80 (640)
Magic Blast: 80 (640)
Defense: 300
5M Shield: 80
Psychic Shield: 100 (180) (260)
Speed: 132
Skill: 85 (80)
Move: 7
Items:
Gravelord Greatsword: -20 speed. The sword of Gravelord Nito. Deals blade/poison type-damage and causes heavy toxic buildup. Each time a character is struck by a blow from this weapon, they will receive a poison status that will give them 100 damage at the start of each turn. This status will stack, allowing these hits to build up lethal amounts of poison in the enemy. Can be infused with dark type buffs, and also functions as a catalyst/chime for certain spells and hexes. Base 500 might.
Orphan's Grief: A huge, disgusting weapon... pulled from the corpse of Kos as it gave birth to the orphan. This club-like weapon deals heavy bludgeon/poison type damage. The weapon is also attached via a cord to the Orphan, and as such it can be thrown out huge distances, giving it 1-3 range. Base 600 bludgeon/poison type might.
4-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.
6- 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.
8- Dream Wheels: Boosts the psychic ability of a character by 50%
Abilities:
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
The Strength of Kos: Signature ability. If the Orphan of Kos falls below half-life, its strength will suddenly be revealed in a terrifying display of grotesque ferocity. After falling below half-life, this character will boost their speed by 15, they will reveal the ability to fly and add 3 to their movement in flight, and their total damage output will be increased by 50%. However, after this ability activates, the character may no longer be healed above 50% for the remainder of the battle. Costs: 7 pg
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
Club 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
Arcane Burst: +30 hit. Once every three turns this unit may release a powerful pulse of psychic/magic energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 80 (660) (740) (820) (3280) (7380). Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg
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.
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 pg
Psychic Shield: Grants a protective shield of psychic energy to the character. This shield does not defend against dark or magic type attacks. The base might of the shield is 100 but is boosted by the air skill stats and boosts of this character. Like any other shield, it is susceptible to being broken, Costs: 4 pg
Character Type: Monster, Psychic, Melee, Destructive, Magic
Weakness: Mild weakness to fire, pierce, and absorb type damage. Resists psychic, lightning, martial, and poison. Immune to sleep and fear statuses. Due to the desperate of terrible nature of this character, it only takes double damage when in the Berzerk phase.
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