Friday, April 17, 2020

Guurahk





Guurahk, The Blue Rahkshi: Level 52
HP: 66,000 (132,000)
Attack: 350
GM Staff: 200
5M Sonic: 80
5M Dark: 80
5M Energy: 80
Enhanced Staff of Disintegration: 800 (1150) (1350) (1430) (1510) (1590) (7,950) (15,900) (23,850) (35,775)
Defense: 75
5M Armor: 80
Elite Rahkshi Bio-Armor: 900 (975) (1055)
5M Shield: 80
Rahkshi Shadow Shields: 100 (180) (260) (1300) (2355)
Staff Shield: 11,925 (14,380)
Speed: 142 (127)
Skill: 142 (127)
Move: 7 (10 while flying)




Items:

Elite Rahkshi Bio-Armor: This armor is made from Protodermis tainted by the deepest of shadows. It offers an extreme resistance to blade, pierce, bludgeon, and body type damage. Though capable of handling many physical forms of damage, this suit does not always work against the mighty elements of the Toa. It also has built in shadow shields, and allows the Rahkshi to fly. The armor defends against both magic and psychic damage. However, light damage rips through this armor and the shields effortlessly. This armor is more of a Mech-suit, and would be impossible for most characters to wear. Base 900 defense.

Rahkshi Shadow Shields: Shields crafted by the dark father of the Rahkshi. They are perhaps the most devious and terrible shadow shields in the world, and they are built directly into the Rahkshi's Bio-armor. These shields offer 100 defense, and are improved by the dark and shield skill and items boosts. These shields do not defend against light type damage, but they do defend against psychic and magic.

Enhanced Staff of Disintergration: This reforged weapon will now always strike twice when attacking from one range. The base might has also been improved to 400 (800 at GM). The staff may now also be enhanced by dark augment abilities.

8- Sonic Amplifier: A small device that is worn on armor. This amplifies sonic attacks, but is very fragile and easily stolen. This item will often break if the character falls in battle. Boosts sonic damage by 50%. 

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.

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.

2-Desperate Shadows: A gift from the father of shadows. This item will allow this character to survive one lethal attack if the attack deals light-type damage. 

5-Poisonous Black Protodermis: A sickly, black fluid. If consumed it will dwell in the body of a character, and as such it is hard to remove. This will increase the HP of characters with extremely high dark affinity by 20%. 


Abilities:

Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff

Staff of Disintegration: Guurahk signature ability. This character is given a staff that allows them to disintegrate nearly anything. This deadly weapon is 1-2 range and has 200 bludgeon/dark/energy/sonic type damage. The damage of this weapon cannot be consumed, as the darkness of the father of the Rahkshi has twisted it beyond even the power of even the most potent of foes. The base might of this weapon will be increased by 50% at 1M staff and doubled at GM staff. The weapon may be improved by forging, though this is difficult. This weapon allows the use of abilities such as Disintegrating Touch and Atomize. With this weapon, all those abilities may be triggered on the same engagement. Truly, the weapons of these beings are the craft of unspeakable shadows. Costs: 6 pg

Disintegrating Touch: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 pg

Atomize: Rather than stealing from a fallen foe, this character may choose to atomize their remains. This has an extremely high chance to destroy any items equipped on the body. Armor, shields, and weapons each have a 70% chance to be destroyed. Small items, such as gems or rings, have a 20% chance of being destroyed. These disintegrated items will be nearly impossible to reclaim. This ability does require the character using it to be adjacent to the fallen foe, and takes the full turn to achieve. Costs: 5 pg

Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg

Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg

Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

Toa Breaker: Rahkshi ability. At the beginning of any battle, this character may pick two of any of the following elements to resist: Fire, Earth, Air, Water, Ice. They may not change these resistances until after the battle concludes. They will also recieve +10 hit and +10 avoid against foes who are using those elements to attack or counter. Costs: 5 pg

Tri-Attack: If this unit, along with two other units with this skill, stand on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. 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

Character Type: Tracker, Stealth, Melee, Dark, Status, Cyborge




Weakness: Weak to light type damage. Resist hacking and immune to mind control. Immune to dark. Resist psychic. 

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