Wednesday, June 24, 2020

Rayla





Rayla: Level 63
HP: 156,000 (202,800 Seraph Robe)
Attack: 1500
1 Knife: 5
5 Magic: 25
4 Dark: 20
1 Light: 5
2 Martial: 10
Elite Vallite Shadow Magic Daggers: 600 (2100) (2105) (2130) (2150) (10,750) (21,500) (22,575) (33,863)
Moonblast: 300 (1800) (1820) (1825) (9,125) (18,250)
Martial Attack: 1500 (1510)
Defense: 1500
5 Armor: 25
Vallite Master Ninja Armor: 250 (1750) (1775)
Speed: 203 (213-218) (+20 avoid) (+25 avoid)
Speed/Avoid at Night: 203 (213-218) (+15)(+30 avoid)(+40 avoid)(+50 avoid)(+30 avoid at night)
Skill: 195 (190)
Move: 7 (9) (11)




Items:

2-Elite Vallite Shadow Magic Daggers++: +10 speed. Base 300 (600) might. These daggers have been forged to also deal dark damage. These deadly weapons are designed for assassination. They deal blade/magic/(dark) type damage. As Vallite steel, they will also readily accept water or dark-type augments.

Ninja Master Armor: Armor designed more for stealth than for defense. Grants 250 defense. This armor will boost the avoid of the wearer by 20.

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.

Lingering Dragoncrest Ring: Augment abilities last twice as long. This item is easily stolen or dropped.

Razor Stone

8- Magic Crystal

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

16-Day Pearls

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.

Heavy Duty Boots: Permanent +1 Move. Stacks with Boots. Allows wearer to ignore all movement debuffs from terrain (except Sticky Web)

Abilities:

Moonblast (II): This attack harnesses the power of the moon, and uses both this unit’s dark and light skill. Base 95 (300) dark/light (Moonlight) type might. This attack deals double damage to dragons. This attack may may strike up to four times. This attack may trigger Luna, and will deal 50% more damage when doing so. This ability may be used to counter at second tier. (This attack will deal 3x damage if Luna triggers and this character is in Moonshadow Elf Form). 1-2 range. Costs: 6 pg

Luna: This skill has an 80% (100%) chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50% (100% in Moonshadow Elf form). Costs: 4 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

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 counter-attack. Costs: 7 pg

Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 (10) turns. Costs: 5 pg

Confidence: Each time this character dodges a foe, it will boost its base attack stat by 5% (per dodge). This ability will max out at a 300% damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg

Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg

Moonshadow Elf: When it is night and this character is outdoors in moonlight, it will cut the perception of a foe in half. It will also gain +15 speed and +15 avoid. Certain lunar abilities will be improved by this status as well. Costs: 2 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 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

Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg

Knife Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 12 times with half damage and finishes with a 2 x damage strike. 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

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

(TBA) Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

(TBA) Protector of Dragons: If there are dragons who are not hostile to this character on the map, each dragon-type unit will increase his base attack stat by 50. Costs: 3 pg

(TBA) Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg

(TBA) Moonblast: This attack harnesses the power of the moon, and uses both this unit’s dark and light skill. Base 95 dark/light type might. This attack deals double damage to dragons. This attack may only strike twice. This attack may trigger Luna. (This attack will deal double damage if Luna triggers and this character is in Moonshadow Elf Form). 1-2 range. Costs: 3 pg

(TBA) Moonshadow Binding: Moonshadow Elf only ability. Before a battle, this character may select a specific, unique foe and bind itself and up to three other character in a pact to fell that enemy. This will increase the total damage of all bound characters against that foe by 25%. However, should the foe survive the battle, this binding will reduce the skill of all bound characters by 15 until that foe dies or is killed. Costs: 2 pg

(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 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 3x 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) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

(TBA) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg


Character Type: Stealth, Magic, Assassin, Guard

Weakness: Weak to water and light type damage. Resists evasion downing abilities. Resists magic type damage.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 138
Skill: 140
Move: 7

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