Sunday, March 15, 2020

Zelda





Zelda: Level 1
HP: 72
Attack: 10
1 Marksman: 5
1 Magic: 5
1 Light: 5
1 Sonic: 5
Simple Bow: 10 (20) (25)
Sacred Harp: 10 (20) (25)
Magic Blast: 10 (15)
Light Blast: 10 (15)
Defense: 2
Pure White Dress: 5 (7)
Speed: 2
Skill: 3
Move: 5




Items:

Pure White Dress: A simple white gown. Offers very little defense, but improves the duration of Serene Aura. Base 5 defense.

Simple Bow: -10 speed at 1 range. A simple bow. Easily broken. Base 10 arrow type damage. 1-2 rage.

Sacred Harp: -10 speed. An ancient harp. This unusual instrument actually can deal damage to foes 1-2 range away. Base 15 sonic type might. This harp deals double damage to characters who have been consumed or corrupted by darkness.


Abilities:

(TBA) Goddess Harp: Zelda's Harp. This unique item will unlock many songs that have various effects on foes, allies, or the map. These songs must still be purchased individually. This harp has 300 magic/light/sonic damage and is considered a sacred weapon. It will deal double damage to foes who are corrupted or consumed by darkness. This weapon has 1-2 range. Costs: 5 pg

(TBA) Divine Judgement: +20 hit. This being displays their full power as a deity. This will kill enemies regardless of survival abilities and items (such as sturdy). To make matters worse, if this attack kills a foe, it will completely vaporize them, destroying all their equipment. The sheer destructive force of this attack atomizes equipped enemy items, so unless they are somehow truly unbreakable, this attack will turn them to dust. This attack has a base 500 might, and may only strike once. It is technically a magic/light type attack with 1-3 range. However, it ignores immunities and cannot be consumed. This ability requires the user to be 5M in light and magic to use. Costs: 12 pg

(TBA) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg 

(TBA) Purge: This unit may take a turn to heal an ally's of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg

(TBA) Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

(TBA) Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more affective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

(TBA) Holy Magic: This character will add their light type skill and boosts to most spells. This includes spells like Soulmass, Soul Spear, and Soul Arrow. It will not add light to dark type spells. Costs: 2 pg

(TBA) Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg

(TBA) Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 40% of their max HP. Costs: 4 pg 

(TBA) Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Costs: 5 pg

(TBA) Music Lover: This character. Receives double the bonus effects of sound based status improvement moves. Costs: 1 pg

(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg

(TBA) Hyper Voice: This powerful attack deals 90 (130) (200) sonic damage to an enemy 1-2 spaces away. It does receive attack stat and sonic stat boosts and bonuses. However, Hyper Voice ignores armor, shields, and barriers. It will also always strike the original target, ignoring abilities like Take The Hit. Costs: 4 pg

(TBA) 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%. Costs 2 pg

(TBA) Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg


Character Type: Diety, Magic, Status

Weakness: Weak to dark, poison, and absorb type damage. Immune to light. Extreme resistance to magic. Resists psychic.

Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 121
Skill: 170
Move: 5

No comments:

Post a Comment