HP: 168,000 (336,000 1-UP+Seraph Robe)
Attack: 2,400
5GM Martial: 1,000
5GM Sword: 1,000
2GM Knife: 400
1M Throw: 40
5GM Dark: 1,000
5GM Air: 1,000
5GM Magic: 1,000
5GM Fire: 1,000
Dark Nightjar Ninja Knife Boomerang: 400 (2,800) (3,200) (4,200) (31,500) (63,000)
Dark Nightjar Ninja Knife Boomerang: 400 (2,800) (3,200) (4,200) (4,240) (31,800) (63,600)
Dark Nightjar Ninja Knife Boomerang: 400 (2,800) (3,200) (4,200) (5,200) (39,000) (75,400) (150,800) (226,200)
Thrown Dark Nightjar Ninja Knife Boomerang: 400 (2,800) (3,200) (4,200) (5,200) (5,240) (39,300) (75,980) (151,960) (303,920) (455,880)
Crypt Blacksword: 600 (3,000) (4,000) (5,000) (37,500)
Crypt Blacksword: 600 (3,000) (4,000) (5,000) (6,000) (11,425) (25,135) (50,270) (75,405)
Black Knife: 1,000 (3,400) (3,800) (4,800) (5,800) (6,800) (47,600) (95,200) (146,200) (292,400)
Defense: 2,300
5GM Armor: 1,000
Aged Mail: 150 (160) (1,660)
Ninja Master Armor: 250 (1,910)
Shadow of Yharnam Cloak: 100 (2,010)
5GM Shield: 1,000
Windscale Pendant: 20 (1,020) (7,140) (14,280) (16,290)
Darkscale Pendant: 20 (1,020) (7,140) (14,280) (30,570)
Magicscale Pendant: 20 (1,020) (7,140) (37,710)
Flamescale Pendant: 20 (1,020) (7,140) (44,850)
Speed: 235 (+10) (+20) (-20) (+20 avoid) (+15 avoid in the dark)
Skill: 225 (205) (+20 hit against melee)
Move: 7
Items:
2-Heart Containers
2-Vallite Air Shuriken: +5 speed. These weapons may be used as knives in close combat. They have a base 100 blade/air-type might. They deal 50% extra damage when thrown. This weapon will also drop the stats of any enemy it strikes. It will reduce their attack and defense by 5%, and their speed and skill by 2. This stat drop lasts until the end of the enemy's turn, and it can stack.
2-Vallite Dark Shuriken: +5 speed. These weapons may be used as knives in close combat. They have a base 100 blade/dark-type might. They deal 50% extra damage when thrown. This weapon will also drop the stats of any enemy it strikes. It will reduce their attack and defense by 5%, and their speed and skill by 2. This stat drop lasts until the end of the enemy's turn, and it can stack.
2-Dark Nightjar Ninja Knife Boomerang++: +10 speed. A unique and deadly weapon. This odd boomerang scales with knife skill and deals blade/dark type damage. This weapon will always return when thrown. The weapon curves around behind foes, causing it to ignore most shields and barriers when thrown. The total damage of this weapon will also be boosted by 100% when thrown. Base 200 (400) blade type might.
Crypt Blacksword: -20 speed. +20 hit against other melee weapons. This is a massive sword that deals heavy armor and shield wear unlike most blade weapons. It deals dark/blade damage, and can be further buffed with dark buffing abilities such as dark weapon. Base 600 might.
2-Black Knife++ (Sealed): +20 speed. The user of this weapon must have at least 3GM in knife and have a 150 base speed stat at 50. This weapon is 1-2 range. This weapon boasts a 30% (70%) burn chance on every strike. The damage of this terrifying weapon will kill foes through survival abilities, ignore specific death conditions, and even fell foes who have Form Shift life-saving abilities. It will also allow the holder to have access to the Weapon Art ability "Blade of Death", but they must pay levels to unlock it. Base 1,000 blade/Dark/Fire/Magic type damage. This weapon deals double damage to gods unless the god is a god of death. This weapon cannot be augmented.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
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.
Azura's Ring: A simple silverlight ring. Reminds Kaze of his wife. Boosts Kaze's skill by +10.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
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.
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.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
4-Pom of Power (Dark): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
4-Pom of Power (Air): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
Razor Stone
24-Night Sapphires
12-Air Gems
12-Air Gems
12-Air Gems
Abilities:
Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% boost to their total defense, and a +20 boost to their avoid. Costs: Marriage
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% (70%) chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% (70%) chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
Miraculous Save (III): Kaze Signature ability. This character may save an adjacent ally from certain death. This ability has a 80% (100%) chance to activate if Kaze is standing adjacent to an ally who is attacked by a foe. This ability functions similar to take the hit, in that it cannot save the adjacent character from counter-attacks, and Kaze must be able to leap to their aid. If this ability saves the character, it will reduce its chance to activate by half (20% at third tier, stopping at a 30% to save the character) until the end of the enemy phase. On the next enemy phase, this ability will be fully recharged. Kaze is the character who calculates this rescue chance. Kaze may rescue an ally from multiple lethal hits, but they will be left with 1HP. Costs: 8 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 (4) turns. Costs: 4 pg
Tailwind: This user may take a turn to boost it and all adjacent allies' speed by 10 for the next three (four) turns. Costs: 4 pg
Poison Strike: Every time this unit engages an enemy in combat, they will lose 5% at the end of the engagement. This will occur whether or not the character can damage the opponent. This damage cannot kill an opponent; it will always leave them with 1HP. Costs: 4 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
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
Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 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
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Take the Hit (II): This ability has a 75% (95%) chance to activate. This unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 pg
Wind Weapon: This character may take a turn to augment it's weapon. This will give the weapon wind type damage and grant it the wind 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 (7) turns. Costs: 5 pg
Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. 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
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.
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 or Ring
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Blade of Death: A weapon art. This ability will allow the user to leap into the air. If fighting grounded foes, this will cause the user to gain +50 avoid and hit. The user will then release a powerful burst of death from their knife toward the foe. 1-3 range. This attack will deal double the damage of a regular knife strike and will have a 60% burn chance. This ability may be used once every four turns. Costs: 5 pg and weapon.
(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) 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 or Doubled Down Ring
(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) Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 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
(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) 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
(TBA) 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
(TBA) Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
(TBA) Sword 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 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Knife Assault: This unit rushes in with a small 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. This move may only be used once a day. Costs 5 pg
(TBA) Dark Weapon: This character may take a turn to augment it's weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
(TBA) Lethality: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a assasin only ability. It is usually only able to be learned by theives and ninjas. This move may only be activated when attacking from one range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your speed is 1.5 x higher than the enemy, you have a 3% chance to instant kill them.
If your speed is 2 x higher than an enemy, you have a 5% chance to instant kill them.
If your speed is 2.5 x higher than the enemy, you have a 10% chance to instant kill them.
If your speed is 3 x higher than the enemy, you have a 20% chance to kill them.
If your speed is 4 x higher than the enemy, you have a 30% chance to kill them.
Costs: 7 pg
Character Type: Speed, Melee, Stealth, Bodyguard
Weakness: Bow, Axe and falling damage. This character resists knife, air, and magic damage.
Caps:
HP: Low
Attack: 200
Defense: 100
Speed: 150
Skill: 140
Move: 7
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