Pouf: Level 55
HP: 84,000
Attack: 550
5 Martial: 25
5 Energy: 25
1M Sonic: 40
Nen Martial Attacks: 550 (575) (600) (3000) (9,000)
Defense: 500
Speed: 160
Skill: 160
Move 7 (10 flying)
Items:
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
Abilities:
Nen Master: This unit is very proficient in using Nen. They may add their energy skill stat and boosts to all their martial, claw, bite, and tail attacks. Does not interfere with weaponized body. Costs: 2 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 3x. Costs: 8 pg
Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 range will recieve +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This buff will not stack. Requires 1M sonic. Costs: 7 pg
(TBA) En: Nen ability. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. Costs: 3 pg
Spiritual Message: Signature ability. Instead of attacking Pouf may take a turn to unleah the scales of his wings to manipulate and read the emotions of those around him. If the foe is a unique character, this attack has minimal impact, only increasing Pouf's avoid against their next attack by 20. However, if this character is a common unit, the impact of these scales can be devasting. This ability is a 3 range AoE, and all common units struck by it, if they are able to breathe in the scales and are able to be mind controlled, will have a 30% chance to be controlled by Pouf on the next turn. Worse, the longer a foe is exposed to this ability, the more likely it is to trigger. Each time a foe is struck by this status ability, the likelihood of them being controlled increases by 10. This build up will not be cleared until the end of the battle unless the character has status or mind control clearing abilities used by or on them. Pouf my perform this ability any turn. Costs: 5 pg
Beelzebub: Signature ability. If Pouf wishes, he may split himself into a swarm of miniature versions of himself. This swarm will deal half his regular damage and have half his defense. However, they will recieve +20 avoid. This swarm will consist of ten small versions of Pouf, and they will all start on the same tile. This swarm may easily all fit on one tile. Each miniature will have 10% of Pouf's total HP stored inside themselves, so each one that falls will result in losing that HP. However, this is an excellent counter to most activated melee skills, as a foe can only target one miniature. Pouf may reform himself by bringing at least 3 miniatures together. However, he may only split once a battle. He may take a turn with each miniature, and will only die if all miniatures are killed. However, the miniatures must remain within 20 spaces of each other. Miniatures will take damage as if they are false repilicas, so terrain damage, damaging statuses, and AoEs are incredibly dangerous. Miniatures cannot activate abilities. Splitting apart will cause Pouf to lose all previously aquired stat boosts or debuffs. It takes Pouf's turn to break apart or to reform. Costs: 7 pg
Quiver Dance: This ability may be used 5 times per battle. This unit may take a turn to boost their total elemental damage and speed stat by 25% (however, the maximum amount of speed that can be added is 15 per dance, with a 45 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 5 pg
Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg
Solo: This character will draw the attention of low intelligence foes, making them target this character instead of others. However, performing this song will boost the speed of this character by 10 and his avoid by 20 (a total of 30 more avoid) for the next two turns. Requires 1M sonic. Costs: 6 pg
Music Lover: This character. Receives double the bonus effects of sound based status improvement moves. Costs: 1 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) 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
(TBA) Take the Hit (II): This ability has a 75% 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
(TBA) 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
(TBA) 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
(TBA) 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
(TBA) 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
Hideous Aura: Fear type ability. If this character has not moved or performed an action this turn, and an enemy unit approaches them, the enemy will be gripped by an crippling wave of panic and horror. This ability will cause any enemy that attempts to move within 2 spaces of this character to have their movement completely halted upon coming within range. The foe will then also immediately lose 10% of their HP as well as suffering -10 speed and -20 skill. This debuff will only last for one phase. This ability cannot trigger on the same foe twice. If the foe is a higher level, the impact, but not the range, of this ability will be cut in half. Costs: 4 pg
(TBA) 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
(TBA) Ko: Nen ability. This unit can take a turn to focus their Nen into a particular attack (martial/claw/tail/etc.). This allows them to add their natural defense stat to their natural attack stat. This can only be done by adding all of the defense stat; it cannot be partially selected. Thus, while Ko is in effect, this character’s innate defense stat is 0. This remains until the character takes another turn to remove Ko. In this state, the character will also suffer taking triple damage from foe attacks. Costs: 4 pg
(TBA) Martial Assault: This unit rushes in with nothing but its own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(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 counter attack. Costs: 7 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 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
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Character Type: Guard, Support, Martial
Weakness: Weak to poison. Extreme weakness to radiation damage. Resists air, martial, and bludgeon type attacks.
Caps:
HP: Small
Attack: 300
Defense: 250
Speed: 135
Skill: 135
Move: 7 (10 flying)
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