Marceline: Level 62
HP: 201,600 (302,400 1UP)
Attack: 1600
3GM Axe: 600
4GM Sonic: 800
GM Dark: 200
5M Bite: 80
5M Absorb: 80
5M Claw: 80
Axe Bass: 800 (2400) (3000) (3800) (4000) (20,000) (40,000) (60,000)
Blood Draining Bite: 1600 (1680) (1760) (1960) (9800) (19,600) (29,400) (44,100)
Bite Attacks: 1600 (1680) (5040)
Claw Attacks: 1600 (1680) (5040)
Defense: 1400
5M Armor: 80
Vampire Queen Garments: 50 (1450) (1530)
Vallite Regal Cape: 150 (1680) (2520)
Darkscale Pendant: 20 (220) (1100) (2780) (4,170)
Speed: 200 (-25)
Skill: 180 (175) (-25)
Move: 10 (flying/levitating movement type)
Items:
Axe Bass: -5 skill. An heirloom of the Abadeer family. This unusual weapon is also an instrument. It deals heavy damage to enemy weapons due to the axe component, and heavy shatter damage due to the sonic capacity. This axe is extraordinarily powerful, but it may only hit up to 2 times, never 4, regardless of speed. Base 800 blade/sonic/dark type damage.
4-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.
Speed: 200 (-25)
Skill: 180 (175) (-25)
Move: 10 (flying/levitating movement type)
Items:
Axe Bass: -5 skill. An heirloom of the Abadeer family. This unusual weapon is also an instrument. It deals heavy damage to enemy weapons due to the axe component, and heavy shatter damage due to the sonic capacity. This axe is extraordinarily powerful, but it may only hit up to 2 times, never 4, regardless of speed. Base 800 blade/sonic/dark type damage.
4-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.
2-Pom of Power (Sonic): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark type damage by 100%.
4-Metroid Core: A rare it, 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.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Necronomicon: An ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vampire Queen Garments: This casual looking outfit grants resistence to blade, pierce, and bullet type damage, but offers minimal defense. Base 50 defense.
Vallite Regal Cape: A deep black cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium-size class creature. This cape offers resistance to body type damage and light. Base 150 defense.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
Sun Hat: A large hat that protects Marceline from the sun. Easily knocked off.
4-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark type damage by 100%.
4-Metroid Core: A rare it, 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.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Necronomicon: An ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vampire Queen Garments: This casual looking outfit grants resistence to blade, pierce, and bullet type damage, but offers minimal defense. Base 50 defense.
Kitsune Desert Cloak: A Comfortable, vibrant cloak created using Kitsune fabric. This cloak offer defense even in their beast forms and resist bite, claw, and light type damage. Base 150 defense.
Vallite Regal Cape: A deep black cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium-size class creature. This cape offers resistance to body type damage and light. Base 150 defense.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
Sun Hat: A large hat that protects Marceline from the sun. Easily knocked off.
5-Black Rose: A small black flower. If a character is put to sleep, they may immediately choose to use this item. It will give them 1000 damage regardless of their defense but will also immediately wake them. This item is only able to be used once.
Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen.
Illumi Zoldyck's Soul: The soul of Illumi. Will debuff Illumi's damage against this character by 50%. Grants access to Ko once per battle.
Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen.
Illumi Zoldyck's Soul: The soul of Illumi. Will debuff Illumi's damage against this character by 50%. Grants access to Ko once per battle.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Shimmering Slay-Breaker: This tiny, beuatiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%).
10-Blood Fruit: Heals 30% health. Limited to "Devourer" type characters.
10-Blood Fruit: Heals 30% health. Limited to "Devourer" type characters.
10-Duality Bloodfruit: Heals 10% when consumed and buffs Dark and Light type damage by 30%. This buff can stack, maxing at 200%.
Abilities:
Blood Draining Bite: This attack will increase the total damage of biting attacks by 50%, and will also give the biting attack dark and absorb type damage. This attack may only strike once, but it will heal the unit that uses it 50% of the damage that it deals to the foe if they have blood. This attack can only strike once. Costs: 5 pg
Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 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
Raise the Horde: This unit can take a turn to summon 16 pg worth of skeleton units. He may only place two times this initial value on the map at any given time (32 pg worth of units). He can continually take a turn to reanimate skeletons if he chooses, but the skeletons will always be summoned adjacent to him. He can summon skeletons (8 pg), bonewheel skeletons (10 pg), giant skeletons (20 pg), and skeleton beasts (35 pg). These units stay in play for 10 turns. 5 pg
Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Taunt: 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
Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg
Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg
Vampire Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Great Bat Form: This unit may take a turn to become its unleashed form. In this form, the character becomes a medium-class character. Their pure physical attack damage total is tripled, but they cannot use weapons. It will also boost the power of their Blood Draining bite by 50%. The character's total defense stat also increases by 50%. However, their speed and skill both reduce by 25 points. In this form, the character's grotesque form causes adjacent enemies to receive -30 (60) hit and -30 (60) avoid from fear. This ability prevents Proficency from being used. Costs: 7 pg
Lullaby: This unit chooses an adjacent enemy and tries to put them to sleep with a magical lullaby. The accuracy of this attack is based on this unit's magic and sonic skill levels. Each skill level will add 10% to this move's accuracy, maxing out at 90%. This ability will put a character to sleep for 3 turns or until they lose half of their hp. They will have a 20% chance to wake. Costs 2 pg
Character Type: Monster, Demon, Vampire, Stealth, Melee, Undying
Weakness: Extreme Light Weakness. This character cannot walk around in daylight without losing 10% of its HP at the start of each turn. The sun will prevent abilities from healing this character. Resists sonic, dark, blood, and bludgeon type damage. This character can no longer eat simply the color red, and must feed on blood. Characters who are killed by Marceline when she is feeding will be leveled down 1-3pg , and she will not level up.
Abilities:
Blood Draining Bite: This attack will increase the total damage of biting attacks by 50%, and will also give the biting attack dark and absorb type damage. This attack may only strike once, but it will heal the unit that uses it 50% of the damage that it deals to the foe if they have blood. This attack can only strike once. Costs: 5 pg
Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 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
Raise the Horde: This unit can take a turn to summon 16 pg worth of skeleton units. He may only place two times this initial value on the map at any given time (32 pg worth of units). He can continually take a turn to reanimate skeletons if he chooses, but the skeletons will always be summoned adjacent to him. He can summon skeletons (8 pg), bonewheel skeletons (10 pg), giant skeletons (20 pg), and skeleton beasts (35 pg). These units stay in play for 10 turns. 5 pg
Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Taunt: 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
Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg
Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg
Vampire Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Great Bat Form: This unit may take a turn to become its unleashed form. In this form, the character becomes a medium-class character. Their pure physical attack damage total is tripled, but they cannot use weapons. It will also boost the power of their Blood Draining bite by 50%. The character's total defense stat also increases by 50%. However, their speed and skill both reduce by 25 points. In this form, the character's grotesque form causes adjacent enemies to receive -30 (60) hit and -30 (60) avoid from fear. This ability prevents Proficency from being used. Costs: 7 pg
Lullaby: This unit chooses an adjacent enemy and tries to put them to sleep with a magical lullaby. The accuracy of this attack is based on this unit's magic and sonic skill levels. Each skill level will add 10% to this move's accuracy, maxing out at 90%. This ability will put a character to sleep for 3 turns or until they lose half of their hp. They will have a 20% chance to wake. Costs 2 pg
Character Type: Monster, Demon, Vampire, Stealth, Melee, Undying
Weakness: Extreme Light Weakness. This character cannot walk around in daylight without losing 10% of its HP at the start of each turn. The sun will prevent abilities from healing this character. Resists sonic, dark, blood, and bludgeon type damage. This character can no longer eat simply the color red, and must feed on blood. Characters who are killed by Marceline when she is feeding will be leveled down 1-3pg , and she will not level up.
No comments:
Post a Comment