Illumi Zoldyck: Level 54
HP: 78,000 (101,400 Seraph Robe) (140,400 1 UP)
Attack: 350
5M Martial: 80
5M Energy: 80
5M Throw: 80
5M Knife: 80
Hunter Nen Wrappings: 800 (1150) (1230) (1310) (3930) (19,650)
Assassin Needles: 250 (600) (680) (1360) (1700) (7140) (10,710)
Miasma of Death and Disease: 300 (340) (360) (1,440) (2,880)
Defense: 350
2M Armor: 50
Illumi's Hunter Garments: 300 (650) (700)
Energyscale Pendant: 20 (100) (500) (1300)
Speed: 155 (170) (+25 avoid)
Skill: 160
Move: 7
Items:
Assassin Needles: +15 speed. Throwing weapons that deal pure damage. These are technically knife weapons but deal pierce type damage. They deal little to no wear. These weapons are designed to be thrown and will increase their total might by 50%. Base 250 pierce type might.
Hunter Nen Wrappings:++ These arm wraps are easily enhanced with Nen, allowing them to be powerful martial weapons. These wrappings will boost the Nen martial attacks of this character by 800 base might. These wrappings are very hard to steal and resists wear.
Illumi's Hunter Garments: Clothing designed for the assassin Illumi Zoldyck. Though susceptible to wear, this outfit grants resistance to blade, energy, and martial type damage. Base 300 defense.
Illumi's Hunter Garments: Clothing designed for the assassin Illumi Zoldyck. Though susceptible to wear, this outfit grants resistance to blade, energy, and martial type damage. Base 300 defense.
Advanced Node Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 defense.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
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.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Needle Stone: An odd, extremely pointed stone. This item will boost pierce type damage by 50% alongside element boosting items. Only one of these items may be used per character.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
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.
Thunder Stoneplate Ring: Wearing this ring grants the character resistance to lightning type damage. This item is easily lost or stolen.
Energyscale Pendant: An ancient pendant, made from a blue 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 energy skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Hunter's License: An easily lost item. This extremely valuable card identifies the character as a member of the Hunter Association. This will boost the total damage of Nen attacks by 20%.
Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used (2 charges).
Abilities:
Energyscale Pendant: An ancient pendant, made from a blue 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 energy skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) Hunter's License: An easily lost item. This extremely valuable card identifies the character as a member of the Hunter Association. This will boost the total damage of Nen attacks by 20%.
Eye of Death: This weapon will hold charges of Nito's Miasma. It will gain charges each time this character is summoned to Nito when the ability "Gravelord Covenant" is used (2 charges).
Abilities:
Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 3x. Costs: 8 pg
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
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
Nen Master: This unit is very proficient in using Nen. They may add their energy skill stat and boosts to all their martial, claw, bite, and tail attacks. Does not interfere with weaponized body. Costs: 2 pg
Knife Barrage: Once every two turns, this unit may double the number of times it would normally throw a knife. These knives home in, making them ignore abilities like teleport dodge and stealthy flier. 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
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
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
Nen Master: This unit is very proficient in using Nen. They may add their energy skill stat and boosts to all their martial, claw, bite, and tail attacks. Does not interfere with weaponized body. Costs: 2 pg
Knife Barrage: Once every two turns, this unit may double the number of times it would normally throw a knife. These knives home in, making them ignore abilities like teleport dodge and stealthy flier. 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
Shu: Nen ability. This character may take a turn to augment a weapon with their Nen. This adds their energy skill stats and boosts and increases total damage by 50%. This effect lasts for 5 turns. Costs: 5 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 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
En: Nen ability. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. Costs: 3 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
En: Nen ability. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. Costs: 3 pg
Ko: Nen ability. This unit can take a turn to focus their Nen into a particular attack (martial/claw/tail/etc.). This allows them to add their natural defense stat to their natural attack stat. This can only be done by adding all of the defense stat; it cannot be partially selected. Thus, while Ko is in effect, this character’s innate defense stat is 0. This remains until the character takes another turn to remove Ko. In this state, the character will also suffer taking triple damage from foe attacks. Costs: 4 pg
Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 pg
Needle People: Signature Ability. Illumi has a 10% chance to take control of any organic character he strikes with a needle. This control will last for 2 turns. Ally units may attempt to remove the needles, but this only has a 30% chance of working. Costs: 5 pg
Character Type: Martial, Speed, Stealth, Assasin, Strategist
Weakness: Mild weakness to martial damage. Resists pain and fear type abilities.
Caps:
HP: Small
Attack: 200
Defense: 200
Speed: 135
Skill: 140
Move: 7
Needle People: Signature Ability. Illumi has a 10% chance to take control of any organic character he strikes with a needle. This control will last for 2 turns. Ally units may attempt to remove the needles, but this only has a 30% chance of working. Costs: 5 pg
Character Type: Martial, Speed, Stealth, Assasin, Strategist
Weakness: Mild weakness to martial damage. Resists pain and fear type abilities.
Caps:
HP: Small
Attack: 200
Defense: 200
Speed: 135
Skill: 140
Move: 7
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