Thursday, April 16, 2020

Kurahk





Kurahk, The White Rahkshi: Level 57
HP: 98,400 (196,800)
Attack: 750
GM Staff: 200
GM Psychic: 200
GM Dark: 200
5M Energy: 80
Enhanced Staff of Anger: 800 (1550) (1750) (1950) (2150) (2230) (11,150) (22,300) (33,450) (50,175)
Defense: 250
5M Armor: 80
Elite Rahkshi Bio-Armor: 900 (1150) (1230)
5M Shield: 80
Rahkshi Shadow Shields: 100 (300) (380) (1900) (3130)
Staff Shield: 16,725 (19,855)
Speed: 167 (152)
Skill: 167 (152)
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 Anger: 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- Twisted Spoon: Boosts any unit's psychic type 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 Anger: Kurahk signature ability. This character is given a staff that allows them to tap into the hidden rage of those they fight. This deadly weapon is 1-2 range and has 200 bludgeon/dark/energy/psychic 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 Touch of Fury, Taunt, and Blinding Wrath. 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

Touch of Fury: If this character stikes a foe, they will lose 50 skill for the next 2 turns. However, they will deal double damage for this entire time. This will not stack, but the debuff may be calculated before the enemy counter-attacks. Costs: 5 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. (This ability will trigger when the foe is struck the the staff attack of this character). Costs 3 pg

Blinding Wrath: Kurahk signnature ability. This character unleashes the darkest anger from any foe it strikes with the Staff of Anger. This will cause the character to deal damage to allies and foes alike, regarless of item buffs. It will also give them the "Blind Wrath" status for 2 turns. This status will cuase the character to have a 50% chance to frenzy and attack the nearest character. Due to the twisted nature of this power, it is more likely for the character to target a friend as opposed to a foe. This ability will not be triggered by counter attacking with the weapon. Costs: 6 pg

Master of Anger: Anger based abilities and statuses such as Defiant, Fury Point, Touch of Fury, Vengeance, Revenge, Avenging Bond, Lethal Devotion, Righteous Fury, Fury and Swagger will deal no extra damage to this character. Foes who have activated these abilities will also deal 50% damage to this character. Costs: 4 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

Tracker: This character's perception range is twice that of a normal character. Costs: 1 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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