Wednesday, March 18, 2020

Ire Reed

 



Ire Reed: Level 67
HP: 210,000 (420,000 1UP)
Attack: 2700
1GM Psychic: 200
4GM Fire: 800
4GM Explosion: 800
1GM Ice: 200
1GM Water: 200
5M Poison: 80
5M Energy: 80
4GM Claw: 800
4GM Bite: 800
5M Tail: 80
Bite/Claw Attacks: 2,700 (3,500) (8,750)
Tail Attacks: 2,700 (2,780) (6,950)
Telepyrosis: 600 (3,300) (3,500) (4,300) (20,350) (38,850) (77,700) (194,250) (291,375)
Telecryosis: 600 (3,300) (3,500) (3,700) (17,900) (35,800) (71,600) (179,000) (268,500)
Televoltosis:  600 (3,300) (3,500) (3,480) (17,900) (35,800) (71,600) (179,000) (268,500)
Teleacidosis: 300 (3,000) (3,200) (3,280) (16,400) (32,800) (65,600) (164,000)
Telehydrosis: 300 (3,000) (3,200) (3,400) (16,400) (32,800) (65,600) (164,000)
Defense: 2,300 (5,750)
4GM Armor: 200
Ire's Lined Overcoat: 300 (2600) (2680)
4GM Defense: 200
Smaugscale Pendant: 100 (300) (1,650) (4,130)
Mergo's Wet Nurse Fearher Pendent: 100 (300) (1,500) (3,000) (5,630)
Flamescale Pendant: 20 (220) (1210) (6,840)
Psychicscale Pendant: 20 (220) (1100) (3,000) (7,940) 
Godzillascale Pendant: 100 (180) (900) (8,840)
Hydrascale Pendant: 100 (180) (900) (9,740)
Orcane Ripple Pendant: 100 (180) (900) (10,640)
Bonechillscale Pendant: 100 (180) (900) (11,540)
Energyscale Pendant: 20 (100) (500) (12,040)
Poisonscale Pendant: 20 (100) (500) (12,540)
Waterscale Pendant: 20 (100) (500) (13,040)
Icescale Pendant: 20 (100) (500) (13,540) (33,850)
Speed: 213 (+10) (+15 avoid at night)
Skill: 250
Move: 6 (13 as Scalecloak)(16)




Items:

5-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Ire's Lined Overcoat-Valla Enchanted: +15 avoid at night. Ire wears this coat much like a billowing, black cloak. This coat has modest resistance to wear, and it offers resistance to bullet, blade, and radiation type damage. This overcoat may now morph when Ire transforms into his dragon form, granting him defense in both states. Grants 300 defense.

Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or smaller. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked. 

Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)

Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Patience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down). 

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand. 

4-Pom of Power (Psychic): 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. 

8-Fire Gems

8-Energy Gems+Energy Plate

8-Twisted Spoon

8-Volatile Crystals

8-Ice Gem

16-Poison Bloom

8-Water Gem

Abilities:

Scalecloak Halfbreed: Signature ability. The human blood in Ire's veins holds the key to his mastery of not just one emotion, but all of them. This allows Ire to have access to all forms of Scalecloak psychic abilities, but it is not easy for him to shuffle between them. This will cause all Scalecloak psychic abilities to cost one less pg for Ire. Costs: 3 pg

Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 100% (150%). The movement of the character is also increased by 5 (7). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 10 pg

Telepyrosis (II): This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has be subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 600 fire/psychic type damage. 1-3 (4) range. This attack will damage allies. At second tier, this attack will deal 50% more damage when initiating and have a 50% chance to burn foes. This chance is doubled if this character is angry, and will halve if they are calm. This 50% damage boost only applies in dragon form. Costs: 8 (6) pg

Telecryosis (II): This ability cannot be removed by strategist. This character uses psychic energy to pull heat directly from the surrounding area into itself. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using a calm-based ability against the foe. This includes calm mind or deep breath. This damage will be reduced by half if the character is using an anger-driven status or ability. Base 600 ice/psychic type damage. This attack strikes all squares within two range. This attack will damage allies. This attack will strike each foe based on their speed. At second tier, this attack will deal 50% more damage when initiating and have a 30% chance to freeze foes. This chance is doubled if this character is calm, and will halve if they are angry. This 50% damage boost only applies in dragon form.  Costs: 8 (6) pg

Televoltosis (II): This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate electrons surrounding the target, leading to burst of electrical energy surging from their body.  Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most technological equipment at a staggering rate. This damage will double if the character is using an analysis based ability. This includes Analyze, Strategist, or Cold Calculation. This damage will be reduced by half if the character is confused or distracted (which can be induced by fear). This can be the result of many statuses, including fear. Base 600 lightning/psychic type damage. This attack will damage allies. 1-3 (4) range. At second tier, this attack will deal 50% more damage when initiating and have a 30% chance to stun foes. This chance is doubled if this character is is analyzing, and will halve if they are disturbed or confused. This 50% damage boost only applies in dragon form.  Costs: 8 (6) pg

Telehydrosis: This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is empathizing with the foe. This is often triggered by Charisma or Serene Aura, but can also be triggered by being emotionally attached to the foe. This damage will be reduced by half if the character is using a sadism-driven status or ability. Base 500 water/psychic type damage. 1-2 range. This attack will damage allies. Costs: 4 (3) pg

Teleacidosis: This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target, breaking hydrogens free and melting the foe will horrible acid. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most armor and equipment at a staggering rate. This damage will double if the character is using a sadism based ability. This includes Bloodlust, Abuse, Frenzied blood, or Bloodbath. This damage will be reduced by half if the character is empathizing with a foe. Base 300 poison/psychic type damage. 1-2 range. This attack will damage allies. Costs: 4 (3) pg

Blue Fire of Selfless Fury: If this character becomes angered for selfless reasons (taking the hit, Avenging fury), its Telepoyrosis attack will gain 3 range, add +20 hit, and deal double damage (stacking on top of other multipliers). This blue flame is far too hot to consume and will melt all but the most flame resistant armor. If the foe is within a straight line from this character, all 6 tiles in a straight line will be struck by the attack.  Each character in that line will calculate dodge and counter attacks individually. Costs: 4 (3) pg

Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg

Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for 3 (4) turns. Costs: 4 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Explosive Flame Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn.  If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (820) (1,620) (2100) (4200) (6100) explosion/fire type damage. Costs: 5 pg

Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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: 2 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

(TBA) Deep Connection: An advanced form of Telehydrosis. This ability requires the user to have Telehydrosis unlocked. This ability may only be used on very close allies (same as For Those We Must Protect). The character may use their turn to buff the speed and skill of a close ally within 3 range by 40 for one turn. It will also grant them +3 levitating movement. If the ally has ally boosts the require proximity to this character, those boosts will stay active as long as this ability is active. Dampeners remove this ability. These buffs are halved if the Scalecloak granting them has a sadistic status active. Costs: 5 pg

(TBA) Charcoal Dragon Scales: This dragon's scales give it a unique ability based on their color. Charcoal gives this character complete extreme resistance to Pierce damage. These also boost the total defense of the character by 50%. Costs: 5 pg

(TBA) Defiant Might: If this unit has less than half-life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half-line. Costs: 3 pg

(TBA) Vulnerable Sibling: This character has slowly learned to feel again due to their bond with their sibling. This character will boost their total damage by 100% if they are withing two spaces of their sibling. This character will also recieve double benefits from emotion-based buffs, but only when close to their sibling. However, they will also recieve double debuffs from emotion-based debuffs at all times. Costs: 5 pg

(TBA) Blood Bending: Costs: 5 pg

(TBA) 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

(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 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 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

(TBA) Scalecloak: This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 50% (75%). The movement of the character is also increased by 3 (5). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 5 pg

(TBA) Telepyrosis: This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using an anger based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has bee subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 300 fire/psychic type damage. 1-3 range. This attack will damage allies. Costs: 4 (3) pg

(TBA) Telecryosis: This ability cannot be removed by strategist. This character uses psychic energy to pull heat directly from the surrounding area into itself. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This damage will double if the character is using a calm-based ability against the foe. This includes calm mind or deep breath. This damage will be reduced by half if the character is using an anger-driven status or ability. Base 300 ice/psychic type damage. This attack strikes all adjacent squares. This attack will damage allies. This attack will strike each foe based on their speed. Costs: 4 (3) pg

(TBA) Televoltosis: This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate electrons surrounding the target, leading to burst of electrical energy surging from their body.  Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most technological equipment at a staggering rate. This damage will double if the character is using an analysis based ability. This includes Analyze, Strategist, or Cold Calculation. This damage will be reduced by half if the character is confused or distracted. This can be the result of many statuses, including fear. Base 300 lightning/psychic type damage. This attack will damage allies. 1-3 range. Costs: 4 (3) pg


Character Type: Psychic, Dragon, Stealth, Strategist

Weakness: Emotion altering moves can drastically alter this character's ability to control their own psychic abilities. This character has a mild weakness to blade and bullet type damage and an extreme weakness to radiation damage. Extreme resistance to fire, ice, water, lightning, psychic and acid type damage. 

Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 128
Skill: 165
Move: 6

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