Tuesday, November 19, 2019

Filiamorë Katsumi, The Arbiter





Filia: Level 37 (update abilities)
HP: 11,880
Attack: 148
1 Sword: 5
1 Knife: 5
1 Magic: 5
Greatsword of Artorias: 600 (748) (753) (758) (1,377)
Blades of Mercy Sword: 350 (498) (503) (508) (762)
Blades of Mercy Daggers: 250 (398) (403) (408) (612)
Assassin Throwing Knives: 100 (248) (253) (380)
Defense: 148
1 Armor: 5
Outcast Dragonscale Armor: 150 (298) (303)
Speed: 89 (+5 w/ Sword; +10 w/ Daggers) (-5)
Skill: 124 (134) (-5) 
Move: 6




Items:

Twili Pendant: A necklace made from a twili shard and a lock from the hair of bother Artorias and Ciaran. This object holds great significance, as it played a small part in the battle against Manus that finally ended Artorias's great quest, conquered the Abyss, and brought the two knights of Gwynn together as husband and wife. As such, it grants +10 skill to Filia and also immunity to dark type terrain damages and debuffs.

Assassin Throwing knives: Simple knives that can be thrown at a distance. They will double in might when thrown. These light weapons are so easy to throw, that multiple knives may be thrown in one attack. Base 100 blade type might.

Outcast Dragonscale Armor: Durable and lightweight, this armor is designed to strike morbid fear into dragons and those who care for them. If this works, those foes will suffer -20 avoid. Grants resistance to fire, bite, wing, tail, and claw type damage. Base 150 defense.

Filiamorë's Blades of Mercy: A Trick Weapon from the Hunter's Dream. In it's normal form, this weapon is a mid-ranged sword that deals 350 base blade/magic type damage. The sword form also grants +5 speed and a 10% chance to induce bleeding. However, the sword may be split into two slightly less powerful daggers. These twin daggers will each grant +5 speed, but will only have 250 base might. These daggers do not cause stat debuffs from dual wielding. These weapons deal 50% more damage if this character has used "Dodge Roll" during the enemy phase. These daggers can be used to parry. The daggers are engraved with “Quis custodiet ipsos custodes”. This saying can help calm Filia's nerves. If she has this weapon equipped, she may read the phrase and gain resistance to fear type abilities for one turn during any given battle.

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permanently boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence. 


Abilities:

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.

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
 
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
 
Shield 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 shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: 5 pg
 
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
 
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg 
 
Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg 
 
(TBA) Wolf Blood Ferocity: A Farron technique. Extremely rare ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

(TBA) Heirloom: If this unit uses a signature weapon from either of its parents, it will deal 20% extra damage with that weapon. Costs: 1 pg

(TBA) Humanity Slayer: Signature ability. Though an arbiter between the race of Lords and those around her, Filia is tormented by an uncanny talent for killing humans. This results in a 20% damage boost against human foes, but a 20% damage debuff against high races such as elves, demons, angels, or gods. Costs: 2 pg

(TBA) Bond of The Defender (II): Artorias Signature ability. When she stands adjacent spaces of ???, Filia will have her attack and defense boosted by 200%. Costs: 10 pg

(TBA) 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

(TBA) Magic Shield Augment: This character may enchant their shield. This will take 1 turn to do. Upon performing this ability, the shield of the character will be enhanced by magic, allowing it to add their skill stats and item boosts to the defense granted by their shield. This augment will last for three turns, including the turn the augment is performed. On top of that, this augment will increase the total defense granted by the shield by 50%. Costs: 4 pg

(TBA) Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200%. Costs: 16 pg

(TBA) For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg


(TBA) Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
 
(TBA) Well, What Is It?: The character taunts a foe within three range. 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) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg 


(TBA) Building Anger: The sight of close allies falling in battle slowly builds a deep fury inside this unit. For every close ally that falls with ten spaces of this character, it will add 50 to its base attack to the rest of the battle. This boost will cap at 400 damage. Costs: 2 pg 


(TBA) Inspiration (II): Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 50% boost to their total attack damages. Costs: 8 pg

(TBA) Soul Currency: Dark Souls ability. When this character or their team kills an enemy, you gain gold which is equal to 2 x the level of the enemy. Requires: 1 pg

(TBA) Savage Blow: When this unit attacks an enemy, 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. Costs: 5 pg

(TBA) 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

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg


(TBA) Cleave: The unit may try and instantly 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

(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) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:

Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

(TBA) Sword 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

(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg

(TBA) 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 30.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 20.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 10.
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

(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 p

(TBA) Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 16 pg
 
(TBA) 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


(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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) Knife Assault: This unit rushes in with a small 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 12 times with half damage, and finishes with a 2x damage strike. This move may only be used once a day. Costs 5 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


Character Type: Melee, Speed, Assassin, Stealth, Defensive

Weakness: Spear and dark type attacks. Resists poison and magic. Resists bleeding status and poison status.

Caps:
HP: Low
Attack: 200
Defense: 200
Speed: 120
Skill: 168
Move: 7

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