HP: 420,000 (840,000 1-UP+Seraph Robe) (1,260,000 Heart and Soul) (1,512,000 Rune Arc)
Attack: 6,100
2GM Scythe: 400
5GM Magic: 1,000
5GM Fire: 1,000
5GM Dark: 1,000
5GM Ice: 1,000
Ice Blast: 4,000 (5,000) (42,500)
Vallite Enchanted Ice Scythe: 500 (6,600) (7,000) (8,000) (9,000) (76,500) (144,000) (153,000) (168,300) (252,450) (315,563)
Vallite Enchanted Ice Scythe: 500 (6,600) (7,000) (8,000) (9,000) (67,500) (135,000) (144,000) (288,000) (316,800) (633,600) (792,000)
Cursed Great-Scythe: 900 (7,000) (7,400) (8,400) (9,400) (70,500) (141,000) (150,400) (300,800) (330,880) (496,320) (620,400)
Cursed Great-Scythe: 900 (7,000) (7,400) (8,400) (9,400) (70,500) (141,000) (150,400) (300,800) (330,880) (661,760) (827,200)
Defense: 6,000
4GM Armor: 800
Aged Mail: 150 (950) (4,850)
Godrick Soldier Armor: 500 (5,350)
Shadow of Yharnam Cloak: 100 (5,450)
5GM Shield: 1,000
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (38,450)
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (69,050)
Smausgscale Pendant: 100 (1,100) (8,250) (16,500) (85,550)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (102,050)
Bonechillscale Pendant: 100 (1,100) (7,700) (15,400) (117,450)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (132,750)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (148,050)
Icescale Pendant: 20 (1,020) (7,280) (14,560) (162,610)
Speed: 255 (265) (-5) (+10 when attacking) (-30 avoid) (+25 avoid in the dark)
Skill: 285 (295) (-5) (+20 skill)
Move: 7
Items:
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
2-Heart Containers
2-Vallite Enchanted Ice Scythe: A frigid blade. Base 500 blade/ice/magic type might. These weapons deal little wear and deal half damage on counter attacks. The enchantment around these scythes makes them relatively hard to break.
Backstabbing Weapon Seal: An elite weapon seal. This seal will cause backstabs to gain +30 skill and deal 50% more damage.
Cursed Great-Scythe: +20 skill. -30 avoid. A massive scythe imbued with dark energy. Base 900 dark/blade type damage. This weapon will be destroyed if it comes in contact with a sacred weapon. Deals half damage on counter-attacks.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
Mahito Casual Clothes: These clothes are very susceptible to wear. However, they grant immunity to dark and psychic type damage, along with extreme resistance to ice and water. They also boast 500 base defense.
Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.
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.
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.
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%.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
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.
Heart of Ice: This item is very difficult to steal, but if it is placed inside the chest of a character it will prevent them from taking autodamage or harming allies due to having too many ice boosting items.
Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.
Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
4-Pom of Power (Dark): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
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.
Razor Stone+Blade Plate
14-Ice Gem+Ice Plate
12-Magic Crystal+Magic Plate
12-Fire Gems+Flame Plate
24-Night Sapphire+Dark Plate
Abilities:
Black Flame Friede: Signature ability. If Friede falls in battle but her body remains in tact (not killed by deletion, disintegration, instant killing abilities, or abilities that kill through life saving abilities), at the start of the next turn Friede will return to life and regain half her HP. She will also augment one of her scythes with Black Flames. These flames will remove any other element the scythe once had. This augment will add fire/dark to the weapon and double the total damage of the weapon attacks. This will also cause the scythe to have 1-2 range. These flames cannot be consumed. These flames will treat resistances and immunities as if they were one tier lower (immunity>extreme resistance>resistance>neutral). Friede may choose to take a turn to augment her weapon without falling in battle, but this will expend the ability and she will no longer be able to revive. Friede may only revive once. This augment lasts for 10 (15) turns. This ability cannot be removed by strategist. Costs: 15 pg
Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character perfoms a spin attack, strinking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character perfoms the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3 x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60% (80%) (100%) to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 pg
Unleash Enchanted Ice Terrain: This character must alread have the ability "Enchanted Ice Terrain". If they do, then they will lay Enchanted Ice Terrain on every tile they strike with any attack they activate. Costs: 3 pg
Freezing Weapon: When this character innitiates regular attacks with an ice weapon, those attacks will have a 20% (30%) chance to freeze the enemy with each strike. Frozen characters will not take any turns, and they have a 30% chance to thaw at the start of each turn. Freezing usually lasts for 2-3 turns, but a character may be thawed by certain attacks or if they have certain abilities. Costs: 4 pg
Freezing Touch: Whenever this character strikes a foe with a physical attack, it may drop the speed of the opponent by 5. This is a temperature-based status, meaning some characters are immune. However, it will take two turns with no contact made with this character for the status to clear. This debuff maxes out at -30 speed. Being in extremely cold environments allows the debuff to clear twice as slowly and the debuff cap is -40 speed. This ability only triggers when this character initiates the attack. This speed debuff does not stack with other cold-related debuffs. Costs: 5 pg
Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be visible once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg
Estus (+1 Bone Shard): Three times a day, this unit may take a turn to recover 40% (50%) of it's HP. Costs: 5 pg
Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg
Scythe 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 2x damage strike. Costs: 5 pg
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg
Enchanted Ice Terrain: This character may take a turn to charge. At the start of their next turn they will unleash enchanted ice terrain on the tile they are standing on and on all adjacent tiles. This does not take their turn to do. This terrain will slow all foes who stand in it by 5. At the start of any given turn, this character may choose to activate and explode this terrain. This will remove it from the map, but all foes standing in it will lose 10% of their HP and have a 30% (40%) chance to be frozen. Costs: 4 pg
Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Enchanted Weapon: This character may take a turn to add magic type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 (7) turns. Costs: 5 pg
Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 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.
Age of Dark: As a result of usurping the First Flame into the Dark Soul, this character has been empowered. This character will increase all Dark damage by +10% on top of all multipliers, as well as increase their Speed and Skill by +10. Cost: Usurpation of the First Flame
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) Sister and Father: Signature ability. If Sister Friede and Father Ariandel are both on the map in a battle, and both have this ability active, they will share a single HP (much like a replica). They will also boost each other's damage by 50% if they are within 10 spaces of each other. However, due to sharing HP, if one falls in battle, both will die. Costs: 5 pg
(TBA) Scythe 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 2x damage strike. Costs: 5 pg
(TBA) 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
(TBA) Magic Stealth (I): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will become visible if they attack or are struck by a foe. They may retreat, and take a turn to become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 3 pg
(TBA) Bonfire: This unit may light a bonfire for itself on any area of the map. It may then warp back to this spot at any point it chooses to. This warp will fail if the character is hit on the turn it attempts to do it. The bonfire can be destroyed by enemy attacks. If a character has Estus, they may refill it at this bonfire. Costs: 4 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) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3 pg
(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Melee, Status, Magic
Weakness: Extreme weakness to dark type damage. Immune to burn and freezing statuses. Resist fire. Extremely resists ice. Immune to temperature based debuffs.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 125
Skill: 155
Move: 6
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