Ferris: Level 82
HP: 792,000 (2,376,000) (5,702,400) (10,264,320) (16,422,912) (21,349,786) (26,687,232)
Attack: 14,500
5GM Psychic: 1000
5GM Poison: 1000
5GM Claw: 1000
5GM Bite: 1000
5GM Tail: 1000
Bite/Claw/Tail Attacks: 600 (15,100) (16,100) (32,200) (64,400)
Toxic Claws: 600 (15,100) (16,100) (17,100) (34,200) (162,450) (324,900) (487,350) (974,700)
Bite/Claw/Tail Attacks: 600 (15,100) (16,100) (17,100) (34,200) (162,450) (324,900) (487,350) (974,700)(+3,855,600=4,830,300)(x4 w/ bite v tackled)(x2 when sadistic)
Bite/Claw/Tail Attacks: 600 (15,100) (16,100) (17,100) (34,200) (162,450) (324,900) (487,350) (974,700)(+3,855,600=4,830,300)(x4 w/ bite v tackled)(x2 when sadistic)
Teleacidosis: 600 (15,100) (16,100) (17,100) (145,350) (290,700) (377,910) (755,820) (1,511,640)
Defense: 14,100 (28,200)
5GM Armor: 1000
Ferris' Casual Clothes: 300 (28,500) (29,500) (59,000) (118,000)
5GM Shield: 1000
Defense: 14,100 (28,200)
5GM Armor: 1000
Ferris' Casual Clothes: 300 (28,500) (29,500) (59,000) (118,000)
5GM Shield: 1000
Psychic Barrier: 600 (1600) (2600) (22,100) (44,200) (88,400) (117,900)
Hydrascale Pendant: 100 (1100) (9,350) (18,700) (37,400) (155,300)
Hydrascale Pendant: 100 (1100) (9,350) (18,700) (37,400) (192,700)
Mergo Feather Pendant: 100 (1100) (9,350) (18,700) (37,400) (230,100)
Mergo Feather Pendant: 100 (1100) (9,350) (18,700) (37,400) (267,500)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (302,180)
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Ferris' Casual Clothes: A simple looking suit worn by Dr. Ferris. However, this outfit is secretly designed to offer modest defense to the Scalecloak. It has modest resistance to wear, and it offers resistance to bullet, blade, and radiation type damage. Grants 150 defense.
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (336,860)
Psychicscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (371,540)
Psychicscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (406,220) (812,440) (1,624,880)
Speed: 295 (305) (310)
Skill: 295 (+30 hit)
Move: 6 (7) (12 as Scalecloak)
Items:
Speed: 295 (305) (310)
Skill: 295 (+30 hit)
Move: 6 (7) (12 as Scalecloak)
Items:
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.
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.
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.
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 these items.
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.
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Ferris' Casual Clothes: A simple looking suit worn by Dr. Ferris. However, this outfit is secretly designed to offer modest defense to the Scalecloak. It has modest resistance to wear, and it offers resistance to bullet, blade, and radiation type damage. Grants 150 defense.
Ferris' Talons++: These claws are lightweight and forged into Ferris' hands. They boast 300 (600) base might and are practically impossible to steal. These talons increase his speed by 5 and increase and remove the skill debuff from using Vicious Tackle. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw.
Ferris' Fangs++: Incredibly Powerful Fangs. These fangs will double the biting damage of this character if they have pinned a character with Vicious tackle. As soon as this character bites a tackled foe, it will prevent counter-attacks. Base 300 (600) might. These fangs remove debuffs from Jaws of Death.
Ferris's Barbed Tail++: +5 speed. This unusual body weapon is perfect for flicking off the acidic blood that runs through Ferris. This will allow the tail attacks of this character to be 1-2 range. This tail adds 300 (600) base might to tail attacks.
Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Razor Edged Ring: This item may be used once a battle to give the character holding it a single bleeding status. This will trigger Masochist. This item is easily lost or stolen.
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.
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.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
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.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
3-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item-related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
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.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
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.
Accute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.
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 will 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.
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.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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.
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.
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%.
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.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three 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 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 45%.
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.
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
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.
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.
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.
Vile Poison: All Posion attacks by this character will harm allies and foes alike. All Poison Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.
Devilish Destruction Charm
4-Poms of Power (Poison, Psychic)
14-Twisted Spoons+Psychic Plate
Abilities:
28-Poison Bloom+Poison Plate
Jaw/Tail/Claw Stone+Plates
Boots
Abilities:
Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 100%. The movement of the character is also increased by 5. This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 10 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
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25%. However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 pg
Too Fun To Stop: Signature Ability. This character may survive one lethal hit for each Sadism based status it currently has active. This will trigger once per character that Ferris is feeling sadism towards, so using Abuse or inducing poison to trigger the ability Sadist against multiple foes will add more chances to survive. Costs: 4 pg
Vicious Tackle: -15 hit (-0 hit with talons). 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 who 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. Costs: 6 pg
Character Type: Psychic, Dragon, Stealth
Teleacidosis (II): This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target, breaking hydrogens free and melting the foe will horrible acid. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most armor and equipment at a staggering rate. This damage will double if the character is using a sadism-based ability. This includes Bloodlust, Abuse, Frenzied blood, or Bloodbath. This damage will be reduced by half if the character is empathizes with a foe. Base 600 poison/psychic type damage. 1-3 (4) range. At the second tier, this attack will deal 50% more damage when initiating and have a 50% (100%) (130%) chance to poison foes. This poison boasts 500 (1500) (2700) (22,950) (34,425) (68,850) (206,550) (619,650) base poison type might. This chance is doubled if this character is sadistic, and will halve if they are empathetic. This 50% damage boost only applies in dragon form. Costs: 8 pg
Brutal Acid: The poison statuses of this character may impact machines as well as organic characters. The acid poison statuses will also deal double damage to mechanical foes (including robots, androids, vehicles, and cyborgs) and will result in -20 speed and skill. The speed and skill debuff will not stack, but the damage can. Costs: 4 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg
Toxic Claws: This character adds poison damage to its claw attacks. This will also boost the damage of claw attacks by 50%. Costs: 2 pg
Acidic Masochism (III): Signature Ability. This character may focus sadistic psychic energy towards themselves. This takes the character's turn to do. This will cause their blood to become extremely acidic, pouring out of their skin and running onto their claws. This will cause the character to lose 20% (10%) (5%) of its HP at the start of each turn unless it chooses to turn off this ability. This will cause any foe who starts a turn adjacent to them to take 1000 (2000) (3000) (4200) (35,700) (71,400) (142,800) (214,200) (642,600)(1,927,800)(3,855,600) poison-type damage. This damage is boosted by the Psychic and Poison skill stats and item boosts, as well as any conditional damage boosting abilities the character has active. This damage ignores the defense of the foe and cannot be avoided or countered regardless of the abilities or items of the foe. This also causes massive damage to armor. Enemies who strike this character with short-ranged melee or body-type attacks will also suffer this damage. Characters who are tackled by this foe are stuck right next to them, and will take double (3x) (4x) this damage. If this character has a bleeding status, this damage will be doubled. This acid will also add the base might of this poison damage to the body attacks of this character, and this will cause those attacks to deal poison damage as well. As this is a form of Teleacidosis, its damage will double if this character has sadism-based abilities activated. Costs: 12 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg
Toxic Claws: This character adds poison damage to its claw attacks. This will also boost the damage of claw attacks by 50%. Costs: 2 pg
Acidic Masochism (III): Signature Ability. This character may focus sadistic psychic energy towards themselves. This takes the character's turn to do. This will cause their blood to become extremely acidic, pouring out of their skin and running onto their claws. This will cause the character to lose 20% (10%) (5%) of its HP at the start of each turn unless it chooses to turn off this ability. This will cause any foe who starts a turn adjacent to them to take 1000 (2000) (3000) (4200) (35,700) (71,400) (142,800) (214,200) (642,600)(1,927,800)(3,855,600) poison-type damage. This damage is boosted by the Psychic and Poison skill stats and item boosts, as well as any conditional damage boosting abilities the character has active. This damage ignores the defense of the foe and cannot be avoided or countered regardless of the abilities or items of the foe. This also causes massive damage to armor. Enemies who strike this character with short-ranged melee or body-type attacks will also suffer this damage. Characters who are tackled by this foe are stuck right next to them, and will take double (3x) (4x) this damage. If this character has a bleeding status, this damage will be doubled. This acid will also add the base might of this poison damage to the body attacks of this character, and this will cause those attacks to deal poison damage as well. As this is a form of Teleacidosis, its damage will double if this character has sadism-based abilities activated. Costs: 12 pg
Poisonous Proficiency (II): If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 200%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 6 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 (1005) (2205) (18,743) (28,114) (56,228) (168,683) (506,048) damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. 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
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25%. However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 pg
Too Fun To Stop: Signature Ability. This character may survive one lethal hit for each Sadism based status it currently has active. This will trigger once per character that Ferris is feeling sadism towards, so using Abuse or inducing poison to trigger the ability Sadist against multiple foes will add more chances to survive. Costs: 4 pg
Vicious Tackle: -15 hit (-0 hit with talons). 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 who 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. 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
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)
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 pg (Ring)
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level claw Skill
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 pg or Miracle Scale
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
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.
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Teleacidosis: This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate water molecules within a target, breaking hydrogens free and melting the foe will horrible acid. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most armor and equipment at a staggering rate. This damage will double if the character is using a sadism based ability. This includes Bloodlust, Abuse, Frenzied blood, or Bloodbath. This damage will be reduced by half if the character is empathizes with a foe. Base 300 poison/psychic type damage. 1-2 range. This attack will damage allies. Costs: 4 pg
(TBA) Scalecloak: This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 50%. The movement of the character is also increased by 3. This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 5 pg
Character Type: Psychic, Dragon, Stealth
Weakness: Emotion altering moves can drastically alter this character's ability to control their own psychic abilities. This character has a mild weakness to blade and bullet type damage and an extreme weakness to radiation damage. Immune to Poison. Extreme resistence to psychic. Resists water, lightning, and fire type damage.
Caps:
HP: Medium
Attack: 600
Defense: 200
Speed: 135
Skill: 135
Move: 6
No comments:
Post a Comment