Sunday, March 29, 2020

Great Shinobi, Owl





Great Shinobi, Owl: Level 55
HP: 84,000 (168,000 1UP+Draught of Life)
Attack: 550
1GM Sword: 200
1GM Knife: 200
1GM Poison: 200
5M Throw: 80
Owl's Great Katana: 500 (1050) (1250) (1875) (5,625)(17,438)(34,875)
Elite Silver Shuriken: 200 (750) (950) (1425) (4,257)(13,253)(26,505)
Elite Silver Shuriken: 200 (750) (950) (1030) (1545) (4,635)(14,369)(28,737)(43,106)
Defense: 550
5M Armor: 80
Great Shiboi Robes: 300  (850) (930)
Owl Feathered Cloak: 300 (1230)
Poisonscale Pendant: 20 (220) (1320) (2550)
Speed: 156 (161)
Skill: 170 (180) (195 hit)
Move: 7



Items:

Owl's Great Katana: +15 hit. +5 speed. This massive Katana is by the Great Shinobi Own. Its great length makes it extremely hard to avoid. Though the blade is incredibly well made, its length does make it more fragile than most Katanas. Base 500 blade-type might.

20-Elite Silver Shuriken: +5 speed. These weapons may be used as knives in close combat. They have a base 200 blade-type might. They deal 50% extra damage when thrown. This weapon will also drop the stats of any enemy it strikes. It will reduce their attack and defense by 10%, and their speed and skill by three. This stat drop lasts until the end of the enemy's next turn, and it can stack.

Fog Ring: An unusual ring that makes it harder for enemies to notice the wearer. This will reduce the range of an enemy's perception to 10, or if the character has stealth upping abilities, it will reduce perception by and extra space. This item is easily lost or stolen.

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.

Great Shinobi Robes: +15 avoid. These robes are aged, with many cuts and tatters reminding the wearer of his many conquests. Grants resistance to blade, pierce, claw, and tail damage. Base 300 defense.

Owl Feathered Cloak: +10 skill. A cloak worn by the Shinobi Owl. It is an improved variant of the cloak worn by Nightjar Ninja. It offers immunity to absorb and poison type damage. This cloak also allows a character to glide from high structures, though with Owl's great stature this will halve his movement. This cloak also protects from cold weather and cold debuffs. Offers 300 defense.

Ninjitsu Text-Bloodsmoke: If this text is held by a character who has critical hit or Shinobi Death Blow, once a battle they may use a text to perform a ninjitsu art. The number of arts a character may perform per battle is determined by the number of texts they hold. This art allows the character to take create a huge blast of fog created from the blood of a foe who is struck by a Shinobi Death Blow or a Critical Hit. This fog will cover all squares within two range of the character who was struck with the art. In this fog, the character who used this art will receive the concealed presence status, alongside total immunity to ranged and area attacks. Foes who stand in this blood will recieve -50 skill. This blood-fog will stay on the map for two turns. 

Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.

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.

5-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Poisonscale Pendant: An ancient pendant, made from a green 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 poison skill stat and boosts of this character. This item is easily lost or stolen.

Abilities:

The Blade and the Hidden Weapon: -5 skill and speed. This character may dual, in essence, dual wield using shinobi tools. The tools must be used alongside a sword, but they may include the Shinobi Firecracker, other prosthetic tools, and any form of shuriken. Costs: 5 pg or GM in sword and GM in knife.

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 if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8. 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.

Shield Parry and Repost: 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

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

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

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

Shinobi Fire-Cracker: A blinding firecracker built into the Shinobi prosthetic. This attack may be used once every four turns, but upon using it all enemies within two range will have a 50% chance to flinch and miss their turn (unless they are attacked, which will remove the flinch after they have been attacked once. They will not counter the first attack). This is a pain/blinding/sound-based status, and as such it even works on some robots or fear resistant characters. Costs: 3 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

Breath of Life: If this character lands a Death Blow from a posture break or an ambush attack or a predatory capitalism it will immediately heal 30% of its total HP. Costs: 3 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. (3.1x) Costs: 4 pg

Weapon Throw (II): The unit may throw their held weapon at a foe. 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: 2 pg

Choking Smoke: This character may take a turn to cast a small smoke bomb onto a tile directly adjacent to it. This bomb will strike all adjacent squares and inflict a status that will prevent healing abilities from working on characters afflicted by it. This status will last for three turns. Costs: 4 pg

Cast Poison: This character may cast poison onto a tile adjacent to it. This tile will then have an 80% chance of inflicting a poisoned status on any foe who stands in it. This tile will not inhibit movement, and this poison will not impact foes who are levitating or flying. However, the poison is incredibly potent, having a base might of 800 (1000) (6,000), and it will usually last for five turns. The poison tile will remain on the map for the entire battle unless cleared by some other terrain ability. Costs: 5 pg


Character Type: Melee, Stealth, Assasin

Weakness: Mild weakness to claw damage. Fear status. Resists martial. Resists real damage blows.

Caps:
Attack: 300
Defense: 300
Speed: 131
Skill: 145
Move: 7

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