Wednesday, August 5, 2020

Lady Maria of the Astral Clocktower





Lady Maria-Lower Rank Two: Level 78
HP: 480,000 (960,000 Heart Container) (1,920,000 Mako Cells) (2,496,000 Crystal Soul) (3,744,000 Centaur Heart+Soul)
Attack: 8,100
5GM Sword: 1,000
5GM Fire: 1,000
5GM Marksman: 1,000
Rakuyo: 1,050 (9,150) (10,150) (25,375) (50,750) (253,750) (380,625)
Blood Flame Rakuyo: 1,050 (9,150) (10,150) (11,150) (27,875) (100,350) (200,700) (1,003,500) (1,505,250)
Rakuyo Longsword: 900 (9,000) (10,000) (25,000) (50,000) (250,000) (375,000)
Blood Flame Rakuyo Longsword: 900 (9,000) (10,000) (11,000) (27,500) (99,000) (198,000) (990,000) (1,485,000)
Rakuyo Shortsword: 600 (8,700) (9,700) (24,250) (48,500) (242,500) (363,750)
Blood Flame Rakuyo Shortsword: 600 (8,700) (9,700) (10,700) (26,750) (96,300) (182,600) (963,000) (1,444,500)
Evelyn: 750 (8,850) (9,850) (19,700) (39,400) (197,000) (394,000)
Quicksilver Bullet+Evelyn: 750 (1,050) (9,150) (10,150) (20,300) (40,600) (203,000) (406,000)
Blood Damage: (+187,200) (+374,400) [(+748,800) {+1,497,600}]
Defense: 8100 (16,200) [32,400]
5GM Armor: 1,000
Maria's Hunter's Garb: 600 (16,800) (17,800) [35,600] (53,400)
5GM Shield: 1,000
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (39,600)
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (72,600)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600)  (103,200)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600)  (133,800) [401,400] (602,100)
Speed: 278 (288) (293) (+20-35) (+10 w/attacking) (+25 avoid)
Skill: 265 (275) (285) (+20 w/attacking) (+30 Hit)
Move: 8 (9) (10) (12)




Items:

Rakuyo+++ (Sealed): A trick weapon and the signature weapon of Lady Maria. This weapon may receive Weapon Mastery boosts even during Blood Augments. This includes "Vile Blood" and "Dark Blood Blade". The weapon has two forms. In its standard form, it will grant +10 (+20) speed and boasts 350 (1,050) blade type might. If the weapon is used to counter-attack in its standard form, the blade on the bottom of the hilt has a strong chance to shock foes with its speed and brutality. This causes counterattacks with this weapon to have a 30% chance to flinch the foe. This weapon may also be split in two, leading to a short sword and a long curved blade. This weapon grants the ability "Dual Wield" for free and does not suffer the speed and skill debuffs normally seen when using that ability. The Longsword will have 300 (900) base might and grant +5 (+15) speed. The short sword will have 200 (600) base might and will grant +10 (+20) speed. This weapon takes great skill to use, requiring the wielder to be at least 1GM in sword. This weapon deals 50% more damage while Maria is bleeding. 
>Rushing Weapon Seal

Evelyn+++: A hunter's pistol, originating from Cainhurst. Interestingly, if the character using this weapon is bleeding, the total might of this pistol will be increased by 100%. This weapon may fire Quicksilver bullets, improving upon its base might. 1-2 range. Base 250 (750) bullet type damage.

40-Quicksilver bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the Hunter's Dream in exchange for gold and blood.

40-Blood vials: These vials of blood may be quickly injected to replinish HP. For a small character, each vial will heal them 10% of their total HP. Only 5 of these vials may be used at the start of any given turn. For medium characters, these vials only heal 5%. For large, 2%. Titanic characters are not healed by blood vials. These vials may be purchased in the Hunter's Dream, or crafted by particularly old and skilled hunters.

Maria's Hunter's Garb++: The refined leather hunting attire of Lady Maria. This armor grants resistance to blade, whip, bullet, claw, bite, psychic, and fire type damage. However, it cannot be warn with any other forms of armor (no mail, no cloaks, no masks). If the character wearing this armor is bleeding, the armor will increase the total defense of this character by 50%. This armor is surprisingly resistant to wear. Base 300 (600) defense.

Painted World Ring: A simple and plain ring made by Gael from the bristles of His Lady's brushes, the very ones used to paint a world. The bristles are still tinged in dark, gentle hues. Doubles the boosts granted by "'Til Death Do Us Part". 

Maria's Forged Flesh: Flesh forged into the character at a demon forge. This flesh will add an additional 1,000 base defense as well as grant innate resistance to Psychic, Ice, Sonic, and Absorb. This is nearly impossible to steal.


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

(TBA) 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- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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: +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%. A character may only carry one of this item.

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

Lower Rank Five Kanji: A tattoo on the eye of a demon, symbolizing his high status. This grants this character +10 speed and +10 skill.

Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

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 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%.

Havel's Ring: Ignore all weight associated debuffs

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. 

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. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

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.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

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 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.

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 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 increase the chance of bleeding statuses by 20%.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

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

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

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.

Temporal Heart: A strange item that can only be acquired by committing a great sin. This heart grants access to all Time abilities, such as “Time Reversal” and “Time Warp”. This heart will also make a unit immune to time-stopping or altering abilities.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be worn 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.

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.

(TBA) 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

Pure Stone

Razor Stone + Plate

Golden Casing + Plate

4-Poms of Power (Fire)

12- Fire Gems+Flame Plate

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to receive this brand. The brand will permanently boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.


Abilities:

Vileblood: Signature Ability. Though she shunned the power within her blood for a lifetime, Maria may now be pushed to the brink. Maria may activate this ability by taking her turn to stab herself, immediately giving her a bleeding status. This will add 5% of her max HP to all her sword strikes and cause them to be blade/blood type damage. This will also cause all of her sword strikes to 1-2 range. If Maria chooses, she may stab herself again, giving her a severe bleeding status and adding 10% of her max HP to all her sword strikes. If Maria falls bellow 1/3 of her HP, she will immediately unleash a torrent of blood and become invincible for the rest of the turn. All characters within two range of her when this occurs will take 20% of her max HP as damage. This is an AoE, so it cannot be dodged but it can be defended against. In this state, Maria will have the lethal bleeding status but will add 20% of her HP to her sword strikes. Her blood will also burst into flames, changing her weapons from blade/blood to blade/blood/fire type damage. The flame damage multiplier will not be applied to the blood damage. This ability cannot be removed by strategist. Costs: 15 pg

Demon Blood Art-Writhing Vileblood: The % blood damage of all Maria’s blood attacks will deal 40% of her HP, but only after hitting the final stage of Vileblood. This will also cause the massive explosion that triggers upon reaching this stage to increase to 8 range and deal 40% of her HP as damage. All her weapon attacks will receive an additional 1 range. Truly, the blood of Muzan and the blood of a Vileblood should never have been mixed. Costs: 5 pg

Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character performs a spin attack, striking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character performs the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60%  to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 pg

Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg


Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg

Pouring Wounds (II): Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (80%) (100%) (150%) (200%) of the time. This ability only activates on physical attacks.  Costs 6 pg

Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg

Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg

Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three (other) turns. Costs: 4 pg

Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

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

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

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg

Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five re-rolls in any given battle. Costs: Temporal Heart

Temporal Trap: This unit may select one enemy unit within three spaces of them. This unit will be trapped in a time lock for the next two turns. Characters cannot die in a temporal lock, but they do not move and have zero evasion. They can have their HP drained to 1. This ability may only be used once a day. Temporal Trap will still allow damaging statuses to trigger, but it will remove statuses such as sleep, stun, freeze, petrification, or flinch. It will also be impossible to use other non-damaging statuses on a trapped foe, such as Strategist, Expose, Erasure, Null, etc. Temporal Heart

Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: Temporal Heart

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% (50%) boost to their total defense, and a +20 (+40) boost to their avoid. Costs: Marriage

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.

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

(TBA) Trick Weapon: This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +15 skill and +30% damage with that weapon on that turn. Costs: 1 pg

(TBA) Trick Weapon (II): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +25 skill and +40% damage with that weapon on that turn. Costs: 2 pg

(TBA) Trick Weapon (III): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +40 skill and +50% damage with that weapon on that turn. Costs: 4 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) 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

Character Type: Melee, Speed, Demon. 

Weakness: Weak to whip/tentacle/tail type damage. Weak to psychic damage. This character takes half damage from bleeding statuses. This character resists taunt and fear statuses. 

-Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items).


Caps:
HP: Small
ATK: 200
DEF: 200
SPD: 138
SKL: 125
Move: 7

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