Thursday, November 14, 2019

Traitor Lord





Traitor Lord: Level 50
HP: 64,800 (115,200 Radiance)
Attack: 800
5M Claw: 80
5M Scythe: 80
5M Throw: 80
Traitor Lord Scythes: 800 (1600) (1680) (1760) (8,800) (26,400) (33,000) (+10,000 radiance)
Defense: 150
4M Armor: 70
Traitor Lord Carapace: 350 (500) (570)
Traitor Lord Cloak: 150 (720)
Speed: 120
Skill: 140
Move: 7




Items:

8-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.

2- Traitor Lord Scythes: Massive scythes built into the arms of the traitor Lord. These weapons boast a massive 800 base blade/absorb type might. However, the total damage of these weapons will be halved during counter attacks. Most worrisome, these weapons do not empede the use of weaponized body, and are boosted by it. If thrown, these scythes will give half damage, but the will also return to the character who throws them.

Traitor Lord Carapace: Armor that resists pierce and absorb type damage. However, it will offer no defense against bludgeon attacks. Base 350 defense.

Traitor Lord Cloak: A rugged cloak that grants resistence to ice and blade type damage. Base 150 defense.


Abilities:

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 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

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

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 melee level.

Scythe 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

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

Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

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

Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg

Scythe Wave: Once every five turns, this unit may spin its scythes in a devastating whirlwind, this works like an AoE, striking all foes within four spaces with an attack that is impossible to dodge. Regardless of whether or not the character is duel wielding, this attack will only strike once. Costs: 5 pg

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

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


Character Type: Destructive, Monster, Puppet

Weakness: Bludgeon type damage. Resists claw, bite, and tail type damage







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