Cyprien Esenwein: Level 69
HP: 240,000 (360,000 1-UP) (480,000 Draught of Life)
Attack: 3,000
3GM Bite: 600
2GM Sword: 400
1GM Dark: 200
1GM Magic: 200
1GM Absorb: 200
Cyprien's Fangs: 600 (3,600) (4,200) (4,400) (6,600) (13,200)
Cyprien's Fangs: 600 (3,600) (4,200) (4,400) (4,600) (32,200) (64,400) (66,700) (100,050) (200,100)
Elite Twin Vampire Lord Blades: 400 (3400) (3800) (4000) (28,000) (56,000) (84,000)
Elite Twin Vampire Lord Blades: 400 (3400) (3800) (4000) (4200) (29,400) (58,800) (88,200)
Defense: 2,800
1GM Armor: 200
Cyprien's Vampire Lord Armor: 800 (3,600) (3,800)
Elite Vampire Cloak: 600 (4,400)
1GM Shield: 200
Darkscale Pendant: 20 (220) (1540) (3080) (7,480)
Ancalagonscale Pendant: 100 (300) (2100) (4200) (11,680)
Absorbscale Pendant: 20 (220) (1540) (3080) (14,760)
Celebi Leaf Pendant: 100 (300) (2100) (4200) (18,860)
Magicscale Pendant: 20 (220) (1540) (3080) (21,940)
Seath Crytsale Pendant: 100 (300) (2100) (4200) (26,140)
Speed: 230 (250) (+10 avoid at night) (+100 avoid stealthy flier)
Skill: 240 (250)
Move: 9 (Walking or Flying)
Items:
Cyprien's Fangs++: Terrible vampiric fangs. 300 (600) base might. This ghastly set of demon-forged teeth will allow this character to activate bleed chances when using the ability "Blood Draining Bite". They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite.
2-Elite Twin Vampire Lord Blades++: +10 speed. These twin blades remove dual wield penalties. These weapons ancient and and expertly forged, making them nearly unbreakable. These swords deal blade/magic type damage. Base 200 (400) base might.
2-Elite Twin Savage Vampire Lord Blades++: +10 speed. These twin blades remove dual wield penalties. These weapons ancient and and expertly forged, making them nearly unbreakable. These swords deal blade/magic type damage. Base 200 (400) base might. These weapons cannot be augmented with any other element, but they will deal 50% extra damage upon initiating the attack.
Savage Magic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/magic element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Cyprien's Vampire Lord Armor++: This armor is designed to protect a vampire from the holy damages that are so lethal to them. This set of armor resists sacred, whip, and light type damage. This set of armor is cursed, and only an undead character can wear it. Base 400 (800) defense. These brilliant red plates used to make the armor are extremely resistant to wear. This armor blocks both magic and psychic damage.
Elite Vampire Cloak++: This ancient and terrible cloak may only be warn by undead characters. Resists fire, sonic, and explosion and magic damage. Grants the ability Gale Rush to the character wearing for free. +10 avoid in the dark. Base 300 (600) defense. This cloak blocks magic and psychic damage.
Sonya Esenwein Ring: A ring celebrating the immortal marriage between Sonya and Cyprien Esenwein. +10 skill to Cyprien Esenwein.
Celebi Leaf Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the absorb skill and item boosts of the character.
Absorbscale Pendant: An ancient pendant, made from a pale green 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Magicscale Pendant: An ancient pendant, made from a pink 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Seath Crystal Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the Magic skill and item boosts of the character.
Absorbscale Pendant: An ancient pendant, made from a pale green 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Magicscale Pendant: An ancient pendant, made from a pink 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Seath Crystal Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the Magic skill and item boosts of the character.
Ancalagonscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the dark skill and item boosts of the character.
Darkscale Pendant: An ancient pendant, made from a black 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 dark skill stat and boosts of this character. This item is easily lost or stolen.
Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.
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.
Shimmering Slay-Breaker: This tiny, beuatiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%).
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.
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.
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%.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
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.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
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.
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.
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 increases the chance of bleeding statuses by 20%.
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 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.
24- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
6-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.
12- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Dracula's Signant: A crest granted by Dracula. This will boost the bite and claw damage of this character by 50%. It will also increase the bleed chance activation of this character by 20%. A character may only carry one crest, and the crest cannot be removed.
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% 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% 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.
Blood Draining Bite: This attack will increase the total damage of biting attacks by 50%, and will also give the biting attack dark and absorb type damage. This attack may only strike once, but it will heal the unit that uses it 50% of the damage that it deals to the foe if they have blood. This attack can only strike once. Costs: 5 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 turns. Costs: 5 pg
Chilling Touch: Signature Ability. Cyprien Esenwein is a true lord of fear. Fear based ability. At the end of his movement, Cyprien will roll to activate chilling touch on all adjacent foes. He may choose to not activate this ability on individual foes, but using this ability does not take Cyprien's action this turn, and he may choose to attack afterwards. If Cyprien rolls:
41% or higher-nothing happens
40-26%: The foe will lose 10% of their total HP from fear.
25-16%: The foe will lose 20% of their HP from fear.
15-6%: The foe will lose 30% of their HP from fear.
5-1%: The foe will lose 60% of their HP from fear.
This does count as direct damage, however it will not normally be countered. Common foes will take double damage from this ability. This ability only works on living, organic characters. This ability is not improved by a Necronomicon. Costs: 10 pg
Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Vampire 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
Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
Pouring Wounds: 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% (60%) (80%) (110%) (120%) of the time. This ability only activates on physical attacks. Costs 3 pg
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
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
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
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. Costs: 4 (0) 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.
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
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
Character Type: Vampire, Undead, Strategist, Melee, Fear
Weakness: Extreme Sunlight and Light Weakness. This character cannot walk around in daylight without losing 10% of its HP at the start of each turn. The sun will prevent abilities from healing this character. Resists fear, dark, and bite type damage. Strongly resists mind control. Resists blood damage. This character has been cursed and must feed on blood. Characters who are killed by Cyprien when he is feeding will be leveled down 1-3pg , and he will not level up. Cyprien must feed once a week or he will frenzy and attempt to feed on the nearest character.
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