Shinobu Kocho: Level 68
HP: 180,000 (360,000 Seraph Robe+1UP) (540,000 Heart and Soul) (648,000 Rune Arc)
Attack: 2700
5GM Sword: 1000
5GM Poison: 1000
5GM Absorb: 1000
Lavender Nichirin Blade: 750 (3450) (4450) (5450) (10,900) (81,750) (163,500) (327,000) (490,500)
Defense: 2500
5GM Armor: 1000
Elite Demon Slayer Uniform: 300 (2800) (3800)
Butterfly Haori: 200 (4000)
5GM Shield: 1000
Hydrascale Pendant: 100 (1100) (9,350) (18,700) (37,400) (41,400)
Poisonscale Pendant: 20 (1020) (18,670) (17,340) (34,680) (76,080)
Celebi Leaf Pendant: 100 (1100) (8250) (16,500) (33,000) (109,080)
Absorbscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (139,680)
Speed: 235 (265) (+25 avoid) (+50 avoid in Quiver Dance)
Skill: 245 (265)
Move: 7 (8)
Items:
2-Heart Containers
Lavender Nichirin Blade (11+): +30 speed. Shinobu Kocho has entered the universe with her signature weapon. After great effort, she has reforged it beyond even its original strength. This weapon deals double damage to Demon-type characters. Unlike most Nichirin blades, this blade cannot activate cleave, and is significantly weaker in base might. However, it makes up for this with its staggering speed... and its capacity to inject poison on every strike. Shinobu may activate any poison ability using this bade both when attacking and countering, and when using this blade her %chance activation rate of poison abilities will be increased by 20. While a Katana, the odd shape of this weapon causes it to function as a rapier. In its final state, this weapon will double its poison activation chances against demons. It will also cause all poisons statuses it gives to demons to deal double damage. This weapon currently has 750 absorb/blade or piece type base might. After being sealed with a Savage Absorb Weapon Seal, this weapon now deals 50% more damage upon initiating the attack.
Savage Absorb Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/absorb 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 proficiency. This seal is placed on a weapon and cannot be removed during a battle.
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
20-Wisteria Slowing Poison Bombs: Consumable. One of these bombs may be thrown before attacking. This will cover one space and all adjacent spaces with a fog of poison. This poison does no damage but is a terrain. This terrain will cause all characters standing in it who isn't immune to the poison status will lose 10 speed and an additional 20 avoid. The impact of this toxic smoke is 50% more impact for demons. This smoke usually stays on the map for 3-6 turns.
Elite Demon Slayer Uniform: A uniform designed to protect a Demon Slayer in their deadly line of work. Grants extreme resistance to body type damage. This uniform is very sturdy, despite being made of cloth. Base: 300 defense.
Tailored Butterfly Haori: This unusual cloak allows a character to glide, adding two to their movement if they leap off of a high structure. This cloak grants resistance to psychic, ice, absorb, and air type damage. Having been tailored, this cloak now adds +50 avoid if the user has Quiver Dance Activated. Base: 200 defense.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
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.
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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.
Kindred of Rot Ring: This ring will cause the character to boost their attack damage by 30% if any character within two range has a poison status or has triggered Scarlet Rot.
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.
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.
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.
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.
Lingering Dragonscrest Ring: This ring will double the duration of augments and conditional buffs activated by this character. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes 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.
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.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
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.
Devilish Destruction Charm
4-Poison Poms
4-Absorb Poms
4-Metroid Core+Absorb Plate
28-Poison Bloom+Poison Plate
28-Poison Bloom+Poison Plate
Razor Stone and Needle Stone+Blade and Needle Plates
Abilities:
Wisteria-Poison: Signature ability. Shinobu may attempt to poison the foe she strikes with deadly Wisteria Poison. Wisteria Poison deals 5x (10x) damage to demons, and it will prevent them from using any form of auto-healing. This poison has a 50% (70%) (100%) (150%) (300% v Demon) chance to be given to a foe during any normal or Insect Breathing sword strike. The base damage of this poison is 300 (1300) (11,050) (22,100) (33,150) (66,300) per turn for the rest of the battle. Costs: 4 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 (1005) (8543) (17,085) (25,628) (51,255) (x2 v Demon) damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. Costs: 5 pg
Insect Breathing: This character may use many different forms of sword techniques via her unique Insect Breathing form. If this character is incapable of breathing (due to a choke or the environment), she will be unable to use these techniques. This ability allows this character to strike flying foes with regular sword strikes. This ability may not be removed by strategist.
Butterfly Dance-Caprice: (Activated, Not Brave) This form allows the user to rocket into the air and then launch down at a foe, showering them in butterflies that make the character using this attack incredibly difficult to see. When using this attack, the evasion of this character will be +100. This attack will always strike five times and only five times, but each strike will deal 30% of a regular sword swing.
Dance of The Bee Sting-True Flutter: (Activated, Brave) +30 skill. This form may be used once every other turn. This attack will only strike once and will deal 50% more than a regular sword strike. This form will also allow this character to poison foes who are normally immune to poison and will increase poison status trigger chances by 30%.
Dance of The Dragonfly-Compound Eye Hexagon: (Activated, Not Brave) This form may be used once every three turns. This attack will strike 6 times and only six times. The strikes will deal the same damage as a regular sword attack.
Dance of The Centipede-Hundred Legged Zigzag: (Activated, Brave) This ability may be used once every four turns. This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal sword attacks by 50%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy.
Costs: 13 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
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
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
Quiver Dance (II): This ability may be used 10 times per battle. This unit may take a turn to boost their total damage and speed stat by 35% (however, the maximum amount of speed that can be added is 20 per dance, with a 50-speed increase cap). This boost will last for 4 (8) 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: 10 pg
Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg
Mad Doctor: This character will occasionally create consumables mid battle. The value of these items ironically depends on the poison skill level of the character. The consumables they make can do numerous things, and may be kept in storage if not used in battle. These consumables only work on organic characters. The most common consumables are listed below, descending in order of rarity:
Health Tonic: 10% max HP healed. (Can stack)
Cleansing Tonic: Cleanses a character of minor statuses.
Invigorating Tonic: +10 speed and skill for 3 turns. (Can stack up to +30)
Empowering Tonic: 50% damage boost to attacks for 1 turn (Can stack up to 100%)
Life Saving Tonic: Extremely rare. This tonic may be used on the corpse of a fallen foe. Doing so will have a 50% chance to bring them back to life... but only with 10% of their HP. This must be done immediately after death, and the tonic will only work on a character once per battle.
Costs: 4 pg
Vantage: If this character has less than 50% of their max HP, they will counterattack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow-up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
Poisonous Proficiency: If this character uses only the poison as its damaging status (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 100%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 3 pg
Now You Must Be Strong, Even If You Feel Small: Shinobu signature ability. Shinobu is physically weak and thrives more off of slow-acting poison than her raw strength. This ability will cause all conditional damage stat boosts to apply to their poison damage rather than their actual attacks. Costs: 5 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.
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) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Melee, Support, Status
Weakness: Mild air and fire weakness. Extremely resists absorb and poison type damage. Immune to the poison status.
Caps:
HP: Low
Attack: 300
Defense: 100
Speed: 145
Skill: 155
Move: 7
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