Thursday, December 24, 2020

Banshee






Banshee: Level 55
HP: 50,400
Attack: 500
5M Knife: 80
5M Sonic: 80
5M Lightning: 80
Banshee Knife: 300 (800) (880) (1760) (2,640) (7,920) (11,880)
Sonic Blast: 500 (580) (2,900) (8,700)
Lightning Blast: 500 (580) (2,900) (8,700)
Banshee Shriek: 400 (900) (980) (4900) (14,700) 
Defense: 200
5M Armor: 80
Drowned Banshee Cloak: 300 (500) (580)
Energyscale Pendant: 20 (100) (500) (1080)
Speed: 150 (155)
Skill: 175 (180)
Move: 6 (levitating/flying)


Items:

Banshee Knife: A long, cruel blade. This knife always strikes twice when attacking. This knife may strike phased or intangible foes, though they will resist it. This items is an extremely rare drop (5%). Base 300 blade type damage. 

Drowned Banshee Cloak: Only wraiths can wear this object. This cloak will cause adjacent foes to lose 10 speed from fear. Grants resistance to magic, dark, water, and psychic type damage. Grants 300 defense.

Transient Curse: Consumable. This valuable object will occassionally drop (10%) from certain types of wraiths. Consuming this object will allow a character to ignore phase/intangibility for two turns.

Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.

Cracked Shadow Pure Stone: A poor replica of a gleaming Pure Stone. This item will double the damage of pure type weapon attacks but will crumble to dust if the character holding it falls in battle.

Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.

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.

8-Shrieking Stone: A stone formed from the air that has been vibrated with such severity that it crystalized. Boosts sonic type attacks by 50%.


Abilities:

Banshee Shriek: This character's cry is incredibly unnerving. Being struck by this attack will cause a foe to lose 10 speed due to fear for the next three turns. This will also unnerve them for then next three turns, making them incabale of using consumable items or consuming abilities. 1-3 range. This attack may strike multiple times. 400 base sonic damage. The character using this attack does not have to switch out of "Two-Handed Stance" in order to use it. Costs: 5 pg

Building Horror: This horrifying unit often travels in groups. As such, all units holding this ability who have "Terrifying Presence" will have their "Terrifying Presence" debuff stack against enemies. Costs: 2 pg

Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Panic: An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% of their HP and recive -30 skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 5 pg

Banshee Paralyzing Howl: Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear-type ability. The flinched enemies also have zero avoid for the turns they have flinched. Requires 3M sonic skill. This ability will induce a panic build. Costs: 5 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg

Intangible: This ability usually limited to only ghost type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg

Unprofitable: Destroying this unit will not grant any skill points or power gems. This ability cannot be removed with strategist. This ability cannot be absorbed or stolen. Costs: 10 pg.


Character Type: Wraith

Weakness: This character takes double damage from cursed foes. Immune to physical damage. Immune to fear.

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