Isshin: Level 84
HP: 780,000 (1,560,000 1UP+Draught of life) (3,120,000) (4,680,000 Heart and Soul) (5,616,000 Rune Arc)
Attack: 18,100
2 OMEGA Sword: 4000
2 OMEGA Spear: 4000
2 OMEGA Energy: 4000
2 OMEGA Marksman: 4000
The Sword Saint Katana: 1500 (19,600) (23,600) (47,200) (94,400) (283,200) (1,416,000)(2,832,000)(6,372,000) (9,558,000)
True Lightning of Tomoe: 1500 (19,600) (23,600) (27,600) (55,200) (226,950) (295,035) (590,070) (2,950,350)(5,900,700) (13,276,575)(19,914,863)
Ashina Elite Ultra-Spear: 2400 (20,500) (24,500) (49,000) (98,000) (294,000)(1,470,000)(2,205,000)
True Lightning of Tomoe: 2400 (20,500) (24,500) (28,500) (57,000) (242,250) (314,925) (629,850) (3,149,250) (4,723,875)
Isshin's Heavy Pistol: 1200 (19,300) (23,300) (26,600) (53,200) (159,600)(798,000)(1,197,000)
Defense: 18,000 (36,000)
2 OMEGA Armor: 4000
2 OMEGA Shield: 4000
Vibranium Mail Underarmor: 1200 (37,200)
Ashina Shogun Robes: 250 (37,450)
Isshin's Lightning Cloak: 150 (4150) (8150) (12,150) (91,125) (182,250) (364,500) (401,950) (803,900) (1,205,850)
Speed: 306 (316) (+35-40) (+35) (+40 avoid v melee)
Skill: 315 (+70 w/ sword) (+10) (+40 skill v melee)
Ashina Shogun Robes: 250 (37,450)
Isshin's Lightning Cloak: 150 (4150) (8150) (12,150) (91,125) (182,250) (364,500) (401,950) (803,900) (1,205,850)
Raw Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (405,000) (810,000) (1,211,950)
Raw Energy Shield: 1000 (5000) (9000) (67,500) (135,000) (405,000) (810,000) (2,021,950)
Godzillascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,144,950)
Godzillascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,267,950)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,388,550)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,388,550)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,509,150)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,629,750)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,750,350)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,870,950)
Energyscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,991,550) (5,983,100) (8,974,650)
Skill: 315 (+70 w/ sword) (+10) (+40 skill v melee)
Move: 8 (9) (11)
Items:
Items:
Rune Arc: Consumable. This item will activate a great rune held by the character. This buff will last until death. If no Great Rune is held, this will simply buff the character's Max HP by 20%. Only humans, lords, elves, and gods may use this item
Centaur Heart
Isshin's Heavy Pistol++: (+10 speed) An odd weapon. This gun was designed specifically for a melee weapon using character, and as such it will not remove proficiency boosts. This makes it lethally surprising in duels. If used against a martial or melee character, the first time this weapon is used in battle it will gain +50 hit. Base 600 (1200) bullet type damage 1-2 range.
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
The Sword Saint Katana+++: +20 (+30) speed. A masterfully crafted blade. This weapon has a base 1500 blade-type might. This weapon deals 50% more damage when augmented with Dragon Force or True Way of Tomoe. This weapon may only be used by a true legend of Ashina.
Ashina Elite Ultra-Spear+++: (+10 speed) +50 skill against enemies using swords or short melee weapons or body attacks. This massive spear requires a character to be GM in spear to properly wield, and 5GM to use in one hand. It is incredibly powerful, though somewhat slow. Due to the unique design of this weapon, it will not remove proficiency boosts from blade-type weapons. Base 2400 pierce-type might. This weapon deals 50% more damage when augmented with Dragon Force or True Way of Tomoe. This weapon may only be used by a true legend of Ashina.
The Sword Saint Katana+++: +20 (+30) speed. A masterfully crafted blade. This weapon has a base 1500 blade-type might. This weapon deals 50% more damage when augmented with Dragon Force or True Way of Tomoe. This weapon may only be used by a true legend of Ashina.
Ashina Elite Ultra-Spear+++: (+10 speed) +50 skill against enemies using swords or short melee weapons or body attacks. This massive spear requires a character to be GM in spear to properly wield, and 5GM to use in one hand. It is incredibly powerful, though somewhat slow. Due to the unique design of this weapon, it will not remove proficiency boosts from blade-type weapons. Base 2400 pierce-type might. This weapon deals 50% more damage when augmented with Dragon Force or True Way of Tomoe. This weapon may only be used by a true legend of Ashina.
Isshin's Heavy Pistol++: (+10 speed) An odd weapon. This gun was designed specifically for a melee weapon using character, and as such it will not remove proficiency boosts. This makes it lethally surprising in duels. If used against a martial or melee character, the first time this weapon is used in battle it will gain +50 hit. Base 600 (1200) bullet type damage 1-2 range.
3-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
3-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Ashina Shogun Robes: +10 speed. The robes worn by Isshin. These unusual robes actually offer a speed boost to the character, making them rare and valuable. These robes grant resistance to claw, bite, wing, tail, and pierce type damage. These robes are susceptible to wear. Grant 250 defense.
Isshin's Lightning Cloak: An incredible item. This armor works like a shield, but it does add defense when attacking and when defending. This cloak is boosted by the shield and armor and energy skill and item boosts of this character. This item is susceptible to wear. Base: 150 defense.
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.
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.
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.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
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.
12- Energy Gems+Energy Plate
Pure Stone
Razor Stone+Blade Plate
Needle Stone+Pierce Plate
Golden Casing+Bullet Plate
Abilities:
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%) (90%) 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
Dragon Force (II): Isshin Signature Ability. This character has mastered the ancient "Dragon Force". This character may take a turn to augment pure weapons. After doing this, the weapons will be able to damage intangible/ghost/phased characters. This will also add 1(2) (3) range to all augmented weapons. This augment lasts for 5 turns. Dragon Force will cause the character to receive Dragon-oriented ally buffs or debuffs. At second tier, this augment will boost the total damage of the weapon(s) by 50%. Costs: 8 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 (6) 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 (40) to their dodge and 20 (40) to their skill. Costs: 3 pg
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 San'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.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
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.
Duelist Ring: This ring doubles the buffs granted by the ability "Duelist". This item 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.
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.
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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. 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.
Omega Brand
Devilish Destruction Charm
4-Poms of Power (Energy)
12- Energy Gems+Energy Plate
Pure Stone
Razor Stone+Blade Plate
Needle Stone+Pierce Plate
Golden Casing+Bullet Plate
2-Boiling Rock: Consumable item. This unusal stone is incredibly hot. It constantly releases a fog of steam. This item may be used to thaw this character, remove cold debuffs for two turns, and free them from abilities like Deep Freeze.
Abilities:
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,
Dragon Force (II): Isshin Signature Ability. This character has mastered the ancient "Dragon Force". This character may take a turn to augment pure weapons. After doing this, the weapons will be able to damage intangible/ghost/phased characters. This will also add 1(2) (3) range to all augmented weapons. This augment lasts for 5 turns. Dragon Force will cause the character to receive Dragon-oriented ally buffs or debuffs. At second tier, this augment will boost the total damage of the weapon(s) by 50%. Costs: 8 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
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
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 (6) 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 (40) to their dodge and 20 (40) to their skill. Costs: 3 pg
Sword Saint (III+Needled): Isshin Signature ability. If this unit attacks with a sword, it will gain +15 (+25) (+35) speed and +30 (+50) (+70) skill. The sword damage of this character is boosted by 50% (100%). In the needled state, Isshin deals double posture damage with sword strikes. Costs: 12 pg
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 (2) turns to recharge. This blow has a 60% (70%) to give an enemy the severe bleeding status. Costs: 5 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
Character Type: Melee, Marksman
Weakness: This character will take 50% extra damage from a Posture-Break Deathblow. This character resists martial attacks. This character resists real damage blows. Except in the case of a death-blow, this character has an extreme blade-resistance. Having been brought back from the dead, Isshin cannot be truly killed except by weapons that are capable of severing immortality, though he can be defeated and forced to ressurect at a portal.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 136
Skill: 145
Move: 7
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 (2) turns to recharge. This blow has a 60% (70%) to give an enemy the severe bleeding status. Costs: 5 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
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 (1/2) if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8 (1/4). 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.
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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. 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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. 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
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)
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.
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.
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.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
(TBA) Sword Saint: Isshin Signature ability. If this unit attacks with a sword, it will gain +15 speed and +30 skill Costs: 3 pg
(TBA) Sword Saint (II): Isshin Signature ability. If this unit attacks with a sword, it will gain +15 (+25) speed and +30 (+50) skill Costs: 6 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, Marksman
Weakness: This character will take 50% extra damage from a Posture-Break Deathblow. This character resists martial attacks. This character resists real damage blows. Except in the case of a death-blow, this character has an extreme blade-resistance. Having been brought back from the dead, Isshin cannot be truly killed except by weapons that are capable of severing immortality, though he can be defeated and forced to ressurect at a portal.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 136
Skill: 145
Move: 7
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