Monday, April 6, 2020

Baldur





Baldur: Level 76
HP: 420,000 (840,000 Draught of Life+1UP) (1,680,000) (2,520,000) (3,024,000)
Attack: 5300
5GM Martial: 1000
5GM Ice: 1000
5GM Fire: 1000
5GM Throw: 1000
Martial Attacks: 600 (5900) (6900) (13,800) (x1.5 v weapons)
Martial Attacks: 600 (5900) (6900) (7900) (67,150) (134,300) (268,600) (x1.5 v weapons)
Martial Attacks: 600 (5900) (6900) (7900) (67,150) (134,300) (268,600) (x1.5 v weapons)
Martial Attacks: 600 (5900) (6900) (7900) (67,150) (134,300) (268,600)(604,350) (x1.5 v weapons)
Martial Attacks: 600 (5900) (6900) (7900) (67,150) (134,300) (268,600)(604,350) (x1.5 v weapons)
Ice Blast: 5300 (6,300) (53,550) (107,100) (240,975)
Flame Blast: 5300 (6,300) (53,550) (107,100) (240,975)
Defense: 4800 (9600)
5GM Armor: 1000
Asgardian Tracker Armor: 600 (10,200) (11,200) (16,800) (37,800)
5GM Shield: 1000
Bonechillscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (48,600)
Bonechillscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (86,000)
Smaugscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (123,400)
Smaugscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (160,800)
Icescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (195,480)
Icescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (230,160)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (264,840)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (299,520)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (334,200)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (368,880)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (403,560)
Flamescale Pendant: 20 (1020) (8,670) (17,340) (34,680) (438,240) (657,360) (1,479,060)
Speed: 270 (275) (280) (+20 avoid v weapons)
Skill: 270 (280) (+20 v weapons) (+30 hit)
Move: 9 (10) (12)




Items:

Rune Arc

4-Erd Tree Seeds: Seeds generated from young Erd Trees. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare. These seeds will prevent the holder from using Mako Cells.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

Deific Forged Fists: +5 speed. These fists remove debuffs from the ability "Rapid Fists". They also boost the base might of martial attacks by 300 (600). 

Baldur's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +20 skill/avoid.

Asgardian Tracker Armor: Practical armor made of a perfect blend of pure Mithril and Silverlight. This grants resistence to light and energy. It grants an extreme resistence to bludgeon, blade, and pierce. Unnlike most Mitrhil armor, it does not protect the character from body type damage. This armor does defend against magic, though it does not resist it. Base 600 defense.

Deific Forged Eye: This eye has been implanted into a Deity. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

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.

Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).

Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%). 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have. 

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

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

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. 

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Choking Ring: This item will cause "Choke" type abilities to add martial damage. This will also boost the damage of chokes by 50%. This item is easily lost or stolen.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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, ambushes and backstabs.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune. 

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) (+30%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

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.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

4-Poms of Power (Ice, Fire)

14-Ice Gems+Plate

14-Fire Gems+Plate

Boots: Grant+1 movement.

Abilities:

Ice of Baldur: Signature ability. Baldur may take turn to unleash a deadly cold around his body. This will improve the damage of all ice attacks and defense by 100% (125%) for the next five turns. This cannot stack with weapon augments. This defense buff will not work against fire-type attacks. This is considered a Form Shift. Changing between ice or flames will also change Overheat to Hyper Chill or vice versa. Costs: 5 pg

Flames of Baldur: Signature ability. Baldur may take turn to unleash a lethal heat around his body. This will improve the damage of all fire attacks and defense by 100% (125%) for the next five turns. This cannot stack with weapon augments. This defense buff will not work against ice-type attacks. This is considered a Form Shift. Changing between ice or flames will also change Overheat to Hyper Chill or vice versa. Costs: 5 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Fists and Feet of Ice: This character may add its ice skills stats and boosts to its martial attacks. Costs: 2 pg

Fists and Feet of Fire: This character may add its fire skills stats and boosts to its martial attacks. Costs: 2 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 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

Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg

Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% (70%) chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

Flame Pillar Surge: This torrential attack launches huge spires of flame from the ground. This attack will always leave inferno terrain in all spaces that it strikes. This terrain has a 100% (140%) chance to give a character a burning status, and they will damage any character who stands on them 10% of their HP. This terrain is tall enough to harm flying foes. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% at the start of every turn. Costs: 5 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

Ice Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller (may now be a size class larger due to Inhuman strength). This attack negates all block and defense for the enemy and gives them 100 (5400) (6400) (7400) (62,900) (125,800) (251,600) (503,200) (754,800) ice(/martial) type damage. This attack also has a 15% (25%) (45%) chance to freeze the foe for 2 turns. Costs: 4 pg

Flame Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller (may now be a size class larger due to Inhuman strength). This attack negates all block and defense for the enemy and gives them 100 (5400) (6400) (7400) (62,900) (125,800) (251,600) (503,200) (754,800) flame(/martial) type damage. This ability also immediately gives the enemy the burn status. Costs: 4 pg

Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg 

Hyperchill: This character may use the power of its ice to freeze over its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status-clearing move. Once started, the character is on a ticking timer. However, this will boost the skill of this unit by 30, and it will double the damage output of ice-type attacks. It will also increase the chance of all freezing statuses by 20%. Costs: 6 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status-clearing move. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame-type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Character Type: Martial, Ice, Deity

Weakness: Mild Axe, Hammer and Explosion weakness. Strongly resists all other blade and pierce type damages. Strongly resists martial, ice, and fire. Immune to pain and fear statuses. Radily heals from bleed, burn, and poison statuses (1 turn). Immune to auto damage. This character cannot feel anything, and is immune to all harm. As such, he cannot truly be killed, though he may fall in battle.

Caps:
HP: Small
Attack: 600
Defense: 100
Speed: 140
Skill: 140
Move: 8

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