Baldwin: Level 84
Stats Page
Move: 7 (9) (11)
Items:
10-Heart Containers
Rune Arc
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
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 dropped at death.
4-Mako Energy Cells: Energy generated from life itself. 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.
Baldwin the Leper's Human Heart: This incredible item will boost the HP of a human who is holding it by 30%. It will also boost all innately learned human-type attacks used by the 30%. If a character holds this item, they may learn the ability to"Chop". This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple new abilities to be accessed, but each must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Leper Broken Greatsword+++: Unlike most Greatswords, this weapon suffers from a -50 hit. However, it has no speed penalties and is savagely strong. This weapon boasts 2000 (6000) (18000) base blade (or bludgeon)-type damage. It may have been broken once, but years of blood and toil have now made this blade incredibly durable. The sheer weight of this blade allows the character, if they are using both hands, to access the ability "Blast Back". In its final form, this weapon will deal double damage to Cosmic/Eldrich enemies. Interestingly, this sword is also now considered "Human" damage. (Moon Core Ore forged +2)
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Leper Armor++: Armor designed to hide the skin of the Leper and protect him from danger. This armor greatly resembles Gibdo bandages, but is far more valuable. Grants extreme resistance to ice, fire, light, earth, and air type damage. It also makes the character immune to indirect damage and terrain movement debuffs. However, this armor can only be worn by a character if they suffer the "Diseased" status. As such, it is a cruel burden. Base 700 (1400) defense.
Ragged Leper Cloak: A cloak worn by the Leper. It allows this character to ignore weather-based debuffs. This remarkable cloak is only a few strikes away from being reduced to threads, but while it lasts, it grants resistance to any AoE or undodgeable attack used against this character. Base: 200 defense.
Twili-Enhanced Leper Mask: A mask worn by a Leper, enhanced using twilight magic. Though this item offers no defense, it will halve the impact on the character from taking skill/hit debuffs from vision-based debuffs/statuses (blinding, crying). This mask will now grant resistance to light and magic-type damage.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
Winged Hussar Feather: A reminder of a lost life. This will boost the skill of the Leper by 10.
Ragged Leper Cloak: A cloak worn by the Leper. It allows this character to ignore weather-based debuffs. This remarkable cloak is only a few strikes away from being reduced to threads, but while it lasts, it grants resistance to any AoE or undodgeable attack used against this character. Base: 200 defense.
Twili-Enhanced Leper Mask: A mask worn by a Leper, enhanced using twilight magic. Though this item offers no defense, it will halve the impact on the character from taking skill/hit debuffs from vision-based debuffs/statuses (blinding, crying). This mask will now grant resistance to light and magic-type damage.
Drop of Might: This item is incredibly difficult to steal or loot. It will double the base defense stat of the holder.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
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.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
Wild Mark: This mark allows the character to double the debuffs of wild swing (if they choose) while also tripling the damage buff.
Bloodletting Razor Brooch: Grants the ability Bloodletting for free.
Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Ancestor's Dagger: A mirrored Ancestor's Pistol. This ancient dagger will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
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%.
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.
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.
Winged Hussar Feather: A reminder of a lost life. This will boost the skill of the Leper by 10.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Covetous Silver Serpent Ring: This ring will double skill points gained from defeating characters. It is easily lost or stolen.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
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, and backstabs.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This 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.
Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
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.
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.
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.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.
Razor Stone: A beautiful and deadly gem. This will boost blade-type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
Razor Stone: A beautiful and deadly gem. This will boost blade-type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
Razor Plate
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Boots+Heavy Boots
Abilities:
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) (4.7x) Costs: 4 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Intimidate: Fear-type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
Intimidate the Darkness: This character terrifies even the shadows. This character must use their turn to activate this ability, but once used it will remove invisibility, phase, or intangibility from any foe within ten (20) spaces of this character. This ability will also directly draw the rage of many unintelligent units. Costs: 4 pg
Revenge: If a foe strikes this character on a turn in which they have not directly attacked, this character will be filled with an immense anger. At the start of the next turn, this character will receive a 50% damage boost against the foe, alongside +10 speed and +20 skill. Costs: 4 pg
Solemnity (II+Needled): Signature ability. This character may take its turn to heal 20% (50%) (63%) of its HP. This will also calm its mind. This will grant complete immunity to fear statuses for the next 3 (5) turns. In the needled state, this ability will work even if the foe has Unconquerable Fear. It will also allow this heal to add HP to the Max HP cap of the Leper. Costs: 8 pg
Abilities:
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) (4.7x) Costs: 4 pg
Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Chop: -50 hit/avoid. This ability may be used every other turn. This ability requires the user to be using an axe, greatsword, or ultra greatsword. This single strike is not improved by brave-weapon mechanics. This single strike will deal a stagger 5x the damage of a regular sword swing. If this attack misses the foe, this character will be incapable of countering or dodge-rolling during the following enemy phase, as their massive weapon will be lodged in the ground. Chop may be used alongside Wild Swing. Costs: 5 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Intimidate: Fear-type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
Intimidate the Darkness: This character terrifies even the shadows. This character must use their turn to activate this ability, but once used it will remove invisibility, phase, or intangibility from any foe within ten (20) spaces of this character. This ability will also directly draw the rage of many unintelligent units. Costs: 4 pg
Revenge: If a foe strikes this character on a turn in which they have not directly attacked, this character will be filled with an immense anger. At the start of the next turn, this character will receive a 50% damage boost against the foe, alongside +10 speed and +20 skill. Costs: 4 pg
Solemnity (II+Needled): Signature ability. This character may take its turn to heal 20% (50%) (63%) of its HP. This will also calm its mind. This will grant complete immunity to fear statuses for the next 3 (5) turns. In the needled state, this ability will work even if the foe has Unconquerable Fear. It will also allow this heal to add HP to the Max HP cap of the Leper. Costs: 8 pg
Reflection (II+Needled): Signature ability. The Leper may take a moment to reflect on the beauty found even in a dark and broken world. This takes his turn to do. Doing so will cause the Leper to ignore all hit and skill debuffs caused by his items/abilities or the items/abilities of his foes. In the needled state, this ability will cause frenzying foes or allies to be incapable of targeting The Leper. However, they may still strike him while targeting other nearby units. Costs: 4 pg
Wild Swing: -30 hit (or -60). This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% (or 90%) extra damage. Costs: 3 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. 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
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
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (18%) chance to deal 3x damage. Costs: 5 pg
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
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg (Brooch)
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
(TBA) Solemnity: Signature ability. This character may take its turn to heal 20% of its HP. This will also calm its mind. This will grant complete immunity to fear statuses for the next 3 turns. Costs: 4 pg
(TBA) Reflection: Signature ability. The Leper may take a moment to reflect on the beauty found even in a dark and broken world. This takes his turn to do. Doing so will cause the Leper to ignore all hit and skill debuffs caused by his items/abilities. Costs: 2 pg
Character Type: Melee, Destructive
Weakness: Weak to fear-type and blinding abilities. Resists poison, psychic, and sacred damage. Resists poison and bleed statuses. This character is diseased and incurable. At the start of each turn, they will lose 10% of their HP. This disease cannot kill the character, but it can bring them to 1HP.
Character Type: Melee, Destructive
Weakness: Weak to fear-type and blinding abilities. Resists poison, psychic, and sacred damage. Resists poison and bleed statuses. This character is diseased and incurable. At the start of each turn, they will lose 10% of their HP. This disease cannot kill the character, but it can bring them to 1HP.
Caps:
HP: High
Attack: 1100
Defense: 1100
Speed: 120
Skill: 150
Move: 6

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