Friday, May 22, 2020

Alucard





Adrian Țepeș: Level 80


Items:
Heirloom Sword+++: +15 (+25) Speed. Alucard can suspend his blade in front of him, freeing his hands and allowing him to attack with it even when his hands cannot be used ("Dismember", "Vicious Tackle", etc.). This blade cannot be used while dual‑wielding, but works with "Rapid Thrust". The weapon grants the ability "Back Stab" and deals 50% increased damage on Critical Hits, Perfect Strikes, and Back Stabs. As a rapier, it is vulnerable to being broken by powerful attacks that target it. After being reforged with a Daedalus Hammer, Alucard may cast the blade, letting it attack during one engagement before returning to his side. He may then take a second engagement using another form of attack (bites, shield, magic, etc.). These engagements may target different foes, but the sword must act first. The blade always returns immediately after being thrown. Base 300 (900) Sacred/Blade or Pierce-type damage.
>Brave Weapon Seal
>Rushing Weapon Seal

Lisa's Heirloom Shield+++: A powerful shield left for Alucard. This shield grants defense both when attacking and defending. Boasts Base 500 (1,500) defense and is boosted by Light, Magic, and Shield skill boosts and items. It may also be used as a bludgeoning weapon that deals Base 500 (1,500) Magic/Light/Bludgeon-type damage. It may only strike once; however, it may be used with "Dual Wield" and may be used in a powerful ramming attack. This ramming attack will buff the damage of the shield by 10% for every space Alucard has moved in a straight line before attacking (which can even occur if he stays moving in a straight line over multiple turn). The buff is lost if he changes directions. 

Omega Forged Alucard’s Fangs++: Terrible vampiric fangs. 2000 (4000) base might. This ghastly set of Vampire-forged teeth will allow this character to activate bleed chances when using the ability "Blood Draining Bite". They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite. After being forged in the Omega Forge, these fangs grant "Blood Draining Bite (II)" for free. 

Omega Forged Alucard's Flesh++: +10 skill, +20 avoid. Incredible flesh forged into Alucard. 2000 (4000) base defense added to the defense stat. Whenever Alucard dodges all attacks in an attack set, he will boost his total defense by 40% additively. This defense buff will be lost after any engagement in which he fails to dodge a foe. This defense boost will max out at 400%. This flesh grants innate extreme resistance to light, fire, psychic, and poison damage.

Omega Forged Alucard’s Talons++: +15 speed, +10 skill. These claws are lightweight and forged into Alucard’s hands. They boast 1000 (2000) base might and are practically impossible to steal. Alucard’s Talon's increase his speed by and increase have a bleed chance activation of 50% on all attacks. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw.

Blood Hunting Vampire Eye: An omega forged eye. This eye will grant this character +70 hit vs bleeding foes. This buff will be lost completely if this character takes a blinding status, and the buff will remain inactive until the end of combat.

Omega Forged Bat Wings: These wings grant Alucard's bat form an additional +3 movement while flying. While flying they also grant +30 avoid. If these wings are badly damaged, they will lose these buffs unless healed. 

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Alucard's Vampire Lord Suit: Specially tailored armor. This suit is very susceptible to wear. This armor will boost the total damage (additively) of the next single bite attack of Alucard by 50% for each attack set he dodges. This includes dodging an enemy's counterattack. If Alucard is struck or bites, the buff will reset. This buff will max out at a 400% damage boost. This armor grants resistance to sonic, energy, water, and earth. This armor grants 300 defense.

Alucard's Shifting Shadow Cloak: This cloak will grant +50 avoid to Alucard if he has form-shifted this turn. Grants extreme resistance to air and magic. Base 200 defense. 
 
Crown of the Dark Sun: A potent crown. Requires the wearer to be a master in light, magic, and armor skill weapons. This crown will boost the magic and light damage of this character by 50%.

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

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.

4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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% (30%). A character may only carry one of these items.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Ancestor’s Bracelet: An inverted Ancestor’s ring. Boosts the speed of the holder by +10 and their total damage output by 10%. This item is easily dropped.

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.

Ancestor’s Monocle: This item grants +30 Skill. Easily lost or stolen. 

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

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.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.

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 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.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times but suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns. 

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 reduce 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 reduce the total HP lost from enemy physical attacks by 10%.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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.

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.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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

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

Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.

Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.

Priestess Ring: This ring will improve the damage of light and sacred-type attacks by 20%. 

Ring of Arrogant Defense: This ring breeds unwise arrogance in the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

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.

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. 

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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

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

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.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this 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”.
 
Angelic Bottle: This bottle allows the Holy Water attack to strike multiple times, and this object will add +500 might to the Holy Water attack. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

Bats Within Brooch: This item is easily lost or stolen. Grants the ability "Bats Within" for free.

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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

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. 

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.

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%.

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.

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.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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%).

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.

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Elite 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 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%). 

3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time. 

Glass of Purity: If this character has the ability "Holy Glass" then they will boost their skill by 50. This will also double the range of the Holy Glass ability. 

Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.

Holy Book: This item will cause the ability "Holy Shield" to also create a base 500 defense Light/Magic shield around the character and his allies. 

Limb Rending Medallion: This rare item will allow the holder to unlock Dismember for free. If the character cannot naturally unlock dismember, this medallion will allow the holder to spend levels to gain access to the ability. 

Lucky Button: This object will give a character a minimum of a 10% chance to dodge attacks, even if the foe has high enough skill to normally guarantee a hit. This does not work on attacks that have a guaranteed hit, even if the character has Extreme Evasion. This object also cannot grant this dodge chance if the character has any abilities or items that allow re-rolls or instant dodges (such as Teleport dodge or Dodge Roll). This object will not allow a dodge if the character is tackled, pinned, or trapped by similar abilities.

2-Magic Rod: A strange but powerful item. This item will boost the base might of magic element attack by 400. This item will only boost element attacks that include magic-type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

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).

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

Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

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.

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.

Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

Sacred Cross: This object will allow the holder to use the ability "Cross" as many times per turn as they wish if they have the ability unlocked. This item will also add +800 base might to the Cross ability. If the character using this ability is fast enough, the Cross may now strike multiple times. However, the number of times they may throw the cross based on the speed of the fastest foe it is striking (as the cross may target multiple foes). 

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

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.

Starved Fang: This item will allow a character who has the ability devour to activate that ability if they kill a foe with a biting attack (or an attack that correlates with how the character feeds). This item is easily dropped or stolen.

Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal. 

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

Torrent Breaker: This unusual piece of cloth will cause all hits after the fifth hit of a foe in a single engagement to no longer deal statuses, debuffs, or wear. 

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.

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.

Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

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.

(TBA) 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.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by -20. It will reduce the activation rate of statuses by -50. This item is practically impossible to steal and is impossible to drop. 

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

Phoenix Feather-Legendary Wing Gem: This gem will double the damage of wing attacks. This item will also unlock a powerful ability on most characters. 

Max- Poms of Power (Fire, Water, Magic, Light, Dark, Absorb)

Max- Boosting Items (Fire, Water, Explosion, Magic, Light, Dark, Absorb, Bite, Blade, Pure Stone)

Flame, Water, Light, Shadow Spirit Shield

Greatscale Pendants (Fire, Water, Magic, Light, Dark, Absorb)

Scale Pendants (Fire, Water, Magic, Light, Dark, Absorb)


Abilities:
Beast Forms: Alucard Signature Ability. Alucard may transform into either a great white wolf or a massive dark bat. He will not change size classes upon doing this.
Wolf: +50% Body-type damage, +3 move (running), can use Heirloom Blade
Bat: +4 move (flying), +10 Speed
Both forms result in a -10 Skill debuff. Alucard may only form change once per turn, but he may do it before or after moving. Costs: 4 pg

Vampiric Mist: Alucard Signature Ability. Alucard can spend his turn to shift into vampiric mist. In this form, he will gain +5 move (flying), become intangible, and conceal Alucard's presence. He will take 50% more damage from Air-type attacks while in this form. Lasts 4 turns. This prevents other forms of shapeshifting. This ability may be used twice per battle. Costs: 4 pg

Blood Draining Bite (III): This attack will increase the total damage of biting attacks by 50% (100%), and will also give the biting attack dark and absorb type damage. This attack may only strike once (at third tier it may strike multiple times), but it will heal the unit that uses it 50% (100%) of the damage that it deals to the foe if they have blood. Costs: 20pg (OMEGA Fangs + 10 pg)

High Vampire Fanged Combat: High Vampire Ability. If the vampire is 3GM in bite, they may add their bite attacks alongside weapon or claw attacks. The number of times the bites will strike will be the same as if they were using only biting attacks. Costs: 5 pg

Holy Shield: Holding up a Holy Book, this character may create a shield around itself. This takes the character's turn to do, but doing it will grant immunity to mind control and dark and poison terrain. All allies adjacent to the character will also receive this boost. It will also halve the damage of dark type attacks used against this character or their adjacent allies. This shield will last for three turns. Costs: 4 pg

Holy Glass: A glass that reveals deception. Once a day, this character may see if another character is lying to them. This will also alert this character to shapeshifted or invisible foes if he comes within six (12) spaces of them. This item will also boost the perception range of this character by 6 (12). Costs: 3 pg

Prophecy of the Sleeping Soldier: The bond ability between Alucard, Trevor, and Sypha. Forged by the fire of Dracula's wrath, the three friends share a deep loyalty. If they all share a similar cause and are within 10 spaces of each other (all three must be within this ten space range), then they will recieve powerful boosts.
Alucard: +5 movement (applies if he starts within the ten range). +30% damage. +35 avoid.
Trevor: Doubles the efficacy of all slaying abilities and items.
Sypha: +100% attack and 50% defense. +3 range.
Costs: 5 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

Confidence: Each time this character dodges a foe entirely in an engagement, it will boost its base attack by 20%. This ability will max out at a 500% damage boost; however, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 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 
If the character strikes an enemy, they will boost their skill stat by 5
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 (Medallion)

Dismember: On every biting attack this character executes, it has a 20% (30%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg (Medallion)

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 (0) pg (Heirloom Sword)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 (0) pg (Ring)

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 (0) pg (Miracle Scale)

Bats Within: If this character is caught by a pin, tackle, choke, or trap, they may immediately burst into a swarm of bats and escape the hold. However, this will cause them to take double damage from elemental attacks during the remainder of that enemy phase. Costs: Bats Within Brooch

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

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. (2.8x multiplier) 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

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield\

Wings of Freedom: Legendary Wing Gem ability. This unit may use up to 8 Air Gems per battle. Costs: Legendary Wing Gem.

(TBA) Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg (Souls list: Minion of Utgar, Ciaran, Artorias, Ethereal Walker, Mergo’s Wet Nurse)

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg

(TBA) Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

(TBA) Twin Brands: This character may be marked and buffed by two Brand crests rather than one. Costs: 1 pg

(TBA) Soul Absorbing Spell: Legendary Magic Gem Ability. Alucard may take his turn to trigger this status on a foe within 5 range. After doing this, at the start of the foe's next turn, they will begin to lose 10% of their total HP. This will trigger every single turn they spend within 10 range of Alucard. They will also lose 10 speed, 10 skill, and 2 movement. This debuff and life drain will also heal Alucard 10% at the start of his turn if the enemy lost HP from the soul drain. If the enemy is within ten range Alucard will gain +5 speed, +10 skill, and +2 movement. This ability will last until the foe or Alucard falls, so even if they flee, as soon as Alucard chases them down it will continue. This ability takes five (two) days to recharge. Characters who lack souls are immune. Costs: Legendary Magic Gem.

(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units that are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. (Wolf Form Only) Costs: 6 pg

(TBA) Holy Water: Once every three (as often as wanted) turns this character may cast a vial of Holy Water at a foe. This will deal 100% (180%) damage to certain foes, generally those who are undead or demonic. This attack will immediately catch the tile it strikes on fire. The attack will deal 500 water/fire/explosion/sacred damage. This attack has a 100% chance to burn the foe. If the foe is demonic, undead, or unholy, they will not be able to have immunities, resistances, or consume this damage. This attack will only strike once. 1-2 range. Costs: 4 pg

(TBA) Holy Cross: This character may throw a holy cross at foes. If they are unholy, undead, or demonic, this cross will deal 100% (180%) damage. The cross will strike three squares in a straight line in front of this character, and each foe will calculate dodge, defense, and counter individually. This attack can only strike once. This attack will deal a base 200 light/magic/explosion/sacred damage. This attack may be used once every three turns (as often as wanted). Costs: 5 pg

(TBA) Beast Forms: Alucard Signature Ability. Alucard may transform into either a great white wolf or a massive dark bat. He will not change size classes upon doing this. Becoming the wolf will add 3 to his movement, and becoming the bat will add 4. In wolf form, Alucard will deal 50% extra damage if using body attacks. In bat form, he will receive +10 speed. Both forms result in a -10 skill debuff. If Alucard has his heirloom blade, he may use the blade in the wolf form. Alucard may only form change once per turn, but he may do it before or after moving. Costs: 5 pg

(TBA) Vampiric Mist: Alucard Signature ability. This ability may be used twice per battle. It takes a turn to transform into this state. This state will increase the movement of the character by 5 and grant them flying movement. In this mist form, this character will become intangible and immune to physical damage. However, air damage will now give them 50% more. This state will last for four turns. This state will prevent other forms of shapeshifting. This will also conceal Alucard's presence. Costs: 4 pg

Character Type: Monster, Vampire, Stealth, Melee, Undying

Weakness: Weak to sacred and whip damage. Strongly resists dark, magic, and absorb. Resists blood type damage. This character has been cursed and must feed on blood. Characters who are killed by Alucard when he is feeding will be leveled down 1-3pg , and he will not level up. Alucard must feed once a week or he will frenzy and attempt to feed on the nearest character.

Dracula Curse, accepted willingly by Alucard: Alucard shall never attack a unit of Dracula’s army. The one exception is if that unit first attacks Guts or Marci. If Guts or Marci start the battle, Alucard shall not be able to attack. If Alucard is summoned to the castle, he shall make every effort to arrive. 

With Items: 
Autoheal 30% per turn
-75% chance to be poisoned; -75% chance to be Frozen and Bled; -50% Burned; -50% Disease, Radiation chance
-75% Damage from Bleed and Poison
-50% Damage from all Statuses
-50% Damage from 5 or more hits
-10% Damage from all Attacks
-10% Damage from Physical/Elemental

Immune: Time, Mind Control, Strategist, Indirect Damage, Insta-Kill, Fear, Bullet, Martial
Extreme Resist: Blade, Pierce, Bludgeon, Throw, Explosion
Resist: Body, Ice, Poison, Whip, Blood, Criticals, 5 or more hits

Caps
HP: Small
Attack: 100
Defense: 100
Speed: 135
Skill: 155
Move: 7 (levitating)

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