Sunday, December 13, 2020

Sephiroth





One Winged Angel: Level 82




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Rune Arc

Heart of Void: A Legendary Heart. This heart allows the holder to consume all. If this character uses the ability "Absorb" it may take two abilities or a second-tier ability. The foe will also lose access to that ability for a month.

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.

Centaur Heart

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.

4-Mako Energy Cells

10-Heart Containers

Black Materia: A legendary item. This materia may summon a Meteor. This will function in the exact same way as "Moon Fall". It will also work exactly the same as a philosopher stone, doubling how frequently a character may use an ability. This cannot stack with a philosopher stone. This will also allow a character to recive boosts from "Elements Unleashed" on a single mixed element attack. This attack cannot have any physical component. Doing this multi-element attack will remove the "Element's Unleashed" boost, so the character will have to restart to rebuild that buff.

Alastor's 1920's radio: An old-fashioned radio that can send and receive messages from and to similar devices. Not much use in comparison to modern technology, but it can tune in to some riveting swing dance stations on weeknights.

Masamune+++: -15 speed at GM. -30 speed bellow GM. No speed debuff at 3GM. The legendary blade of Sephiroth. At GM, Sephiroth may summon this blade to his hand instantly, meaning abilities that would knock this weapon out of his hand or steal it are rendered useless. This massive katana deals pure blade damage and boasts a staggering 700 (1050) (1400) (2100) base might. This weapon will always strike twice the normal number of times when attacking if this character is using "Two Handed Stance". +15 (+30 at +++) skill and avoid against characters using medium-ranged melee weapons. +30 (+60 at +++) skill and avoid against character using short melee weapons or body type damage. 

Bloody Slash Seal: May be placed on a Weapon. This will allow the weapon to grant access to the ability "Bloody Slash". May only be used on medium swords and katanas, never ultra greatswords.

Materia Weapon Seal: Elite Weapon Seal. This weapon seal will allow a weapon to be buffed by Materia. Each engagement with the weapon requires the payment of 5MP. If 5MP is not spent, the weapon will deal half damage. If 10MP is spent, the attacks will deal 50% more damage. This causes weapon attacks to be improved by Spell buffing items. However, the attacks are not considered spells.

Cog Bangle++: A catalyst from the world of Final Fantasy. This powerful item will boost the add 600 (1200) base might of cast spells (including materia oriented spells). This item very rarely drops.

3-Blaze Rod

Mark SS-I-Armor: A suit designed by Tony Stark for Sephiroth. This suit has a built-in detonator that Stark can activate if he feels threatened. However, the suit is extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. The armor is made of purified White Silverlight, which offers immunity to light and resistance to energy, and Dark Steel, which offers resistance to dark and psychic. This suit defends against psychic and magic. The suit boasts 500 base defense and also comes equipped with energy shields that offer 200 base defense when being attacked and are boosted by energy and shield skills and item boosts. Unlike most Stark Industry's Armor, this suit does not grant flight or increase the movement of the character. However, it has a unique, anti-melee adaptive program. This will scan adjacent characters and will reduce the total damage dealt by adjacent foes by 30% when they attack this unit. However, this scanning program will cause any non-adjacent attack to deal 10% more damage.

Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 (1600) defense.

Tailored Berkian Black Cloak: A cloak designed to protect against the harsh world of dragons and vikings. Grants resistance to ice, fire, poison, and explosion. After being tailored by Alastor, this cloak now grants base 300 defense.

One Winged Angel Full Evening Coat: A long and fashionable coat, made of a shiek mixture of velvet inner lining and a dark leather exterior. This coat is surprisingly sturdy and grants extreme resistance to claw, bite, and whip type damage. It also takes nearly no wear from those damages, but does take heavier wear from explosion and saw. This cloak's tough exterior causes all attacks launched at this character from any non-adjacent space to deal 30% less damage. However, it is an open design, and as such adjacent foes actually deal 10% more damage to this character. Base: 300 defense.

Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40.

Radio Demon Eye Brooch: An usual object. This magenta-colored eye is worn like a brooch. It grants the character wearing it access to the Sonic Element Skill.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Psychic Barrier: A barrier of psychic energy built from many battles spent in the psychic plain. This shield only defends the user when they are being attacked, and is boosted by psychic and shield skill and item boosts. Base: 100 defense.

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.

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.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Gold Edged Kaikishōhō: 10% more damage and defense when at full HP

Triple Cross

Spell Song Ring: A ring containing spell song energy. This will drastically impact the efficacy of nearby spells. This unit and all allies within two range will boost their spell damage by 75%. All enemies within 2 range will also boost their spell damage by 50%. If this unit is within range of a Silence Ring or Dissonant Sound, all buffs granted by this ring will be ignored.

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). This item is easily lost or stolen.

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.

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.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Magic Stoneplate Ring: This ring grants resistance to magic damage. It 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.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Blastbite Ring: This ring grants extreme resistance to explosion-type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Pennance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Bloodbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the bleeding status and blood damage in general.

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.

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%.

Deep-Sea 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 elemental damage by 10%.

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.

Gold Edged Kaikishōhō: 10% more damage and defense when at full HP

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.

Vicious Silver Pin: A small, needle-like pin that can easily we warn 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 diffiuclt to steal and very valuable.

Ancestor's Chart: An ancient, eldrich chart. Holding this item will cause a 5% increase in panic build. This item will halve the perception range of foes, and cause abilities like All Sight to fail unless the foe is within 3 range. This item will cause the character's tackles, holds, nets and traps to last twice as long (for Supernova, Sephiroth may choose to keep foes in the sun for an additional turn). Made from Ancestor's Map placed in the Mirror Pool.

Gravity Disruptor: A device designed by stark. This item will remove gravity fields that prevent teleporting abilities within three spaces of this character. This will not stop Gravity Attacks or abilities like Gravity Trap. However, if this character is within three spaces of a foe using Gravity, a Gravity Well, or a Black Hole Brooch, that protective field that prevents teleporting will be removed. This device is on the wrist of the armor, and it is very easily damaged or destroyed if it is targetted.

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.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four turns.

Temporal Stone

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

Night Fury Tear: A brilliant, glistening tear. This item may be used to enhance the wings of naturally winged characters (characters who have winged flight movement from items/abilities will not recieve this buff). Because this tear is rubbed into the wings, it becomes impossible to steal and nearly impossible to drop (5%). This item will allow the Stealthy Flier boosts of this character to work on all forms of ranged attacks, not only ranged weapons.

Shimmering Slay-Breaker: This tiny, beautiful  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%).

True Body: The body of Sephiroth, kept in the Lifestream for many years. Unlocks Safer Sephiroth.

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

Devilish Destruction Charm

Pure Stone

Razor Stone+Razor Plate

Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks. 

Heart of The Queen- The Legendary Poison Gem: This hideous gem-like structure will double the total poison damage of the character holding it on top of all other item and ability boosts. There is only one of these in the entire dimension. This item may unlock a unique ability on the character holding it.

12- Fire Gems+Flame Plate+Berk Crest

4-Pom of Power (fire, light, psychic, explosion, energy, earth, dark, magic, air, sonic, absorb, ice)

12-Ice Gems

12-Earth Gems+Earth Plate

12-Energy Gems+Emergy Plate

24-Day Pearls+Light Plate

24-Poison Bloom+Poison Plate

12- Bomb Badge+Explosion Plate

28Night Sapphire+Dark Plate

12-Metroid Core+Absorb Plate

12- Magic Crystal+Psychic Plate

12- Twisted Spoon+Psychic Plate

5-Air Gem

12-Shrieking Stones+Sonic Plate

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers  will also double how much arrow and crashing damage the character will take while in flight.

Boots

Abilities:

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

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

Bloody Slash: This ability may be used once per turn. It will only strike once. +30 skill. This attack will immediately cause the user to lose 5% of their max HP and gives them a bleeding status. However, it will add 20% of their max HP to the weapon strike and add blood damage to the attack. It will also increase the range of the attack by 1. This attack has a 40% chance to cause the enemy to flinch. 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 pg

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon (any ranged attacks). This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

Deific Healing: This character has god-like regenerative abilities. This will cause it to heal 20% at the start of every turn. Costs: 5 pg

Consume Souls: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. This will also allow this character to take possession of the soul of a foe. A captured soul will make this character take half damage from any foe who has they currently possess the soul of. Costs: 8 pg

Super Nova (II+Needled): Signature ability. +20 (+30) (+40) Skill. Sephiroth may attempt to warp away a foe who is within 2 (3) (4) range. This ability will target that foe and all enemy characters standing adjacent to them. Each character will calculate their dodge separately. This is a teleporting ability, so certain items and abilities will grant immunity to it. If this attack lands, the foes will all be removed from the map for one turn. During their next turn, while they are missing, they will be struck by the force of an exploding star. This will be impossible to dodge, even with extreme evasion, and boasts a colossal 1000 (5,000) light/fire/explosion/energy (7.5x) (15.5x) (23.5x) (31x) base might. This attack has an 80% (160%) to leave foes with a burning status. On the next turn of the foes, they will reappear on the map on the spaces they last stood (or as close to that space as possible), and they will take their turn as normal. If a foe dodges the initial warp, they may counter. Sephiroth may use this ability once a week. Super Nova can use Materia, though it is not weakened if Materia is not used. At second tier, upon returning to the world map foes have a chance to take a random status. This is determined by a roll, and these statuses ignore resistance to them. Even if Super Nova may be used multiple times per battle, this random status will only ever trigger once. In the needled state, two statuses will trigger. The statuses will always be two different statuses. Statuses:
Sleep: 1-10
Stun: 11-20
All Shields Broken: 21-30
Retake Super Nova Damage: 31-40
Launch foe away from Sephiroth 6 spaces: 41-50
500 base poison status: 51-60
30% Defense Debuff for 5 turns: 61-70
30% Attack Debuff for 5 turns: 71-80
Dizzy for 5 turns: 81-90
-3 movement for 5 turns: 91-100
Costs: 10 MP. Costs: 14 pg

Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg

Materia Points: Final Fantasy exclusive ability. This character will start a battle with 50 materia points. This character may use double the normal points on a Materia ability to improve the damage by 50% or double the healing of the ability. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. This ability cannot be removed by strategist. Costs: 3 pg

Lifestream: Signature ability. Sephiroth's time in the Lifestream has made his use of Materia extremely potent. Unlocking this ability will allow him to use all the "Materia-____" type abilities. They will be unlocked without any need for levels. This ability cannot be removed by strategist. Costs: 10 pg

Materia-Fire: This character may cast fire. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed"  Costs: 5 MP. Costs: 1 pg

Materia-Ice: This character may cast ice. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Earth: This character may cast earth. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Lightning: This character may cast lightning. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Commet: This character may cast light. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Poison: This character may cast poison. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Destruct: This character may cast explosion. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Shadow Flare: This character may cast dark. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Heartless Angel: This character may cast absorb. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Master Magic: This character may cast magic. 1-2 range. This attack boasts 200 base might. This attack may strike multiple times. If this character does not have Materia Points, this attack will deal 1/4 the normal damage. This attack functions as a blast and may be improved by "Elements Unleashed" Costs: 5 MP. Costs: 1 pg

Materia-Heal: This character may heal an ally 40% of their HP. 1-2 range. This ability will fail without Materia Points. Costs: 20 MP. Costs: 3 pg

Safer Sephiroth: Sephiroth may summon his true body and use it for 5 turns. This will boost his materia damage by 50%, his movement by 2, and boosts his total HP by 30%. In this form he is always using flying movement. Foes will suffer -20 skill if they are within two spaces from his blinding aura. Finally, this form will cause "Super Nova" to be usable every other turn (every turn).This true form may be used once a week. Costs: Sephiroth True Body

Geostigma: Poison Legendary Gem ability. Sephiroth will cause all characters who have HP boosting items that enter within ten spaces of him will have their total HP reduced by 10% until the end of the battle. Should the foe have Mako Energy Cells or the ability SOLDIER, they will consistently lose 10% of their HP for every turn Sephiroth stands in battle. Costs: Legendary Poison Gem

Homing Shadow Flares: Legendary Gem Ability. Every foe who starts their turn within four range of Sephiroth will immediately receive a shadow flare that will circle around them. This flair may be removed by Purge or Banish. Up to four flairs may attach themselves to a foe if the foe starts their turn near Sephiroth for enough turns. These flares will follow the foe until Sephiroth uses his Shadow Flair Materia attack. Upon doing this, all the Shadow Flairs that have attached themselves to foes will immediately activate and strike the foes, circling behind their shields and barriers. If Sephiroth pays Materia to boost his normal Shadow Flair Materia attack that is used to activate these homing flares, they will receive the damage buff as well. Foes will never counter this set of attacks, though they may be dodged. The Homing flares boast +20 hit. These homing flares have the same might as a regular Shadow Flare attack. Costs: Legendary Dark Gem

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.

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg or Miracle Scale

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) Gigaflare: This ability functions much like Supernova. However, rather than warping away a tile and all adjacent spaces, it will immediately strike them with an attack that is the same damage types as Supernova but will deal 2x the regular damage. This attack will always destroy a minimum of 4 barriers on any foe, and will destroy half of their max barriers regularly. If the foe has already lost barriers, this attack will almost instantly destroy any armor or shields that remain. It can be improved by MP. Costs-10MP. This attack may be used once every five days. Costs: Legendary Explosion Gem.

(TBA) Flaming Vortex: +40 hit. Legendary Gem ability. Once every five days, Sephiroth may unleash a massive tornado of flame. This will strike all spaces within ten range of Sephiroth and will deal 3x the amount of damage that his normal flame Materia would give. Though this is an AoE, it is technically possible to dodge.

(TBA) Limitless Magic: Magic Legendary Gem Ability. This character may triple their MP points. They may also choose to spend 50% more MP on an attack to increase its efficacy from a 50% boost to a 150%. Costs: Legendary Magic Gem

(TBA) Energy Of The Planet: Legendary Energy Gem Ability. When using Materia attacks, this character will gain +10 speed and +20 skill. All Materia Attacks will deal 50% more damage or heal/buff 50% more effectively. Costs: Legendary Energy Gem

(TBA) Psychic Nightmares: Legendary Gem Ability. Sephiroth may manifest himself in the minds of others. This will allow him to take one turn to create two replicas. These replicas will have 50% of his ax HP and use their own cooldowns. They will not receive ally buffs nor will their be able to heal. Psychic type attacks will destroy these replicas immediately. This ability may be used once a week. Costs: Legendary Psychic Gem

(TBA) Octoslash: This attack will allow the user to unleash eight attacks in a row. These attacks will deal 50% the damage of normal strikes. These strikes may still activate statuses. This ability may be used once every three turns. Costs: 4 pg

(TBA) Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

(TBA) Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three (two) turns. Costs: 4 pg

(TBA) 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

(TBA) Bullet Rain: Once every other turn this character may fire three times as many energy blasts as normal. Costs: 5 pg

(TBA) Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 pg

(TBA) Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg

(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) Materia Points (II): Final Fantasy exclusive ability. This character will start a battle with 50 (100) materia points. This character may use double the normal points on a Materia ability to improve the damage by 50% or double the healing of the ability. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. Costs: 6 pg

(TBA) Materia Points (III): Final Fantasy exclusive ability. This character will start a battle with 50 (200) materia points. This character may use double the normal points on a Materia ability to improve the damage by 50% or double the healing of the ability. These points will be refilled after 1 week, so use them carefully. It is possible that certain items could refill this stockhold. Costs: 12 pg

(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

(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) Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 5 pg

(TBA) Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg

(TBA) 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 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) SOLDIER: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. Costs: 4 pg

(TBA) Air Superiority: If this unit is attacking an opponent who is flying, they will boost their hit and avoid by 50. Costs: 5 pg

(TBA) Hero Killer: This unit has killed many great kings and warriors. If this character engages in combat with a heroic character, it will deal 30% extra damage on all attacks. However, if fighting a villainous foe, it will have its total damage reduced by 20%. Costs: 3 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) Super Nova: Signature ability. +20 Skill. Sephiroth may attempt to warp away a foe who is within 2 range. This ability will target that foe and all enemy characters standing adjacent to them. Each character will calculate their dodge separately. This is a teleporting ability, so certain items and abilities will grant immunity to it. If this attack lands, the foes will all be removed from the map for one turn. During their next turn, while they are missing, they will be struck by the force of an exploding star. This will be impossible to dodge, even with extreme evasion, and boasts a colossal 1000 light/fire/explosion/energy (7x) (14.5x) (19.5x) (26.5x) base might. This attack has an 80% to leave foes with a burning status. On the next turn of the foes, they will reappear on the map on the spaces they last stood (or as close to that space as possible), and they will take their turn as normal. If a foe dodges the initial warp, they may counter. Sephiroth may use this ability once a week. Super Nova can use Materia, though it is not weakned if Materia is not used. Costs: 10 MP. Costs: 7 pg

(TBA) Super Nova (II): Signature ability. +20 (+30) Skill. Sephiroth may attempt to warp away a foe who is within 2 (3) range. This ability will target that foe and all enemy characters standing adjacent to them. Each character will calculate their dodge separately. This is a teleporting ability, so certain items and abilities will grant immunity to it. If this attack lands, the foes will all be removed from the map for one turn. During their next turn, while they are missing, they will be struck by the force of an exploding star. This will be impossible to dodge, even with extreme evasion, and boasts a colossal 1000 light/fire/explosion/energy (7x) (14.5x) (19.5x) (26.5x) base might. This attack has an 80% (160%) to leave foes with a burning status. On the next turn of the foes, they will reappear on the map on the spaces they last stood (or as close to that space as possible), and they will take their turn as normal. If a foe dodges the initial warp, they may counter. Sephiroth may use this ability once a week. Super Nova can use Materia, though it is not weakned if Materia is not used. At second tier, upon returning to the world mapm foes have a chance to take a random status. This is determined by a roll, and these statuses ignore resistance to them. Even if Super Nova may be used multiple times per battle, this random status will only ever trigger once. Statuses:
Sleep: 1-10
Stun: 11-20
All Shields Broken: 21-30
Retake Super Nova Damage: 31-40
Launch foe away from Sephiroth 6 spaces: 41-50
500 base poison status: 51-60
30% Defense Debuff for 5 turns: 61-70
30% Attack Debuff for 5 turns: 71-80
Dizzy for 5 turns: 81-90
-3 movement for 5 turns: 91-100
Costs: 10 MP. Costs: 14 pg

Character Type: Worldbreaker, Devine, Melee, Psychic

Weakness: Weak to backstab. Extreme weakness to light. Immune to fear. Immune to mind control. Resists debuffs.

With All Items
Weaknesses: Takes +10% at range, arrow (4x) when flying
Immunity: Light, Time Altering, Instant Kill, Indirect Damage
Resistances: Martial, Throw, Energy, Psychic, Dark, Magic, Ice, Fire, Explosion, Blood, Bleed Damage, Bleed Status, Critical hits, Parry-reposts, Perfect strikes, Ambushes, and Backstabs, Tackles, Holds, Nets, and Traps
-10% from physical attacks, -10% from element attacks, -20% from adjacent and ranged attacks
10% damage and defense buff at full HP
Extreme Resists: Blade and Pierce

Caps:
HP: Small
Attack: 800
Defense: 100
Speed: 130
Skill: 135
Move: 7 (levitation) 10 (flying)

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