Valn: Level 72
HP: 370,800 (741,600 1UP+Draught of Life) (1,112,400 Heart and Soul) (2,224,800)
Attack: 4,100
5GM Psychic: 1000
5GM Energy: 1000
5GM Dark: 1000
5GM Marksman: 1000
5GM Tail: 1000
Bite/Tail Attacks: 4,100 (5,100) (10,200) (20,400) (61,200) (122,400) (244,800)
Elite Sniper Rifle: 2400 (6,500) (7,500) (15,000) (30,000) (90,000) (450,000)
Valn's Arm Blades: 1000 (5,100) (6,100) (12,200) (24,400) (732,000) (219,600) (329,400) (658,800)
5GM Claw: 1000
5GM Bite: 1000
Black Televoltosis: 1000 (5,100) (6,100) (7,100) (8,100) (60,750) (121,500) (1,82,250) (364,500) (729,000) (1,093,500)
Defense: 3,600
5GM Armor: 1000
Lead Lined Under-Armor: 300 (3,900) (4,900)
Valn's Anti-Node Armor: 2400 (7,300) (14,600)
Ancalagonscale Pendant: 100 (1100) (8250) (16,500) (33,000) (40,300)
Mergo's Feather Pendant: 100 (1100) (8250) (16,500) (33,000) (73,300)
Godzillascale Pendant: 100 (1100) (8250) (16,500) (33,000) (106,300)
Darkscale Pendant: 20 (1020) (7650) (15300) (30,600) (136,900)
Psychicscale Pendant: 20 (1020) (7650) (15300) (30,600) (167,500)
Energyscale Pendant: 20 (1020) (7650) (15300) (30,600) (198,100) (396,200)
Speed: 249 (259) (269) (+25 avoid) (+30 speed in first initiation)
Skill: 265
Move: 6 (7) (8) (10) (15 as Scalecloak)
Darkscale Pendant: 20 (1020) (7650) (15300) (30,600) (136,900)
Psychicscale Pendant: 20 (1020) (7650) (15300) (30,600) (167,500)
Energyscale Pendant: 20 (1020) (7650) (15300) (30,600) (198,100) (396,200)
Speed: 249 (259) (269) (+25 avoid) (+30 speed in first initiation)
Skill: 265
Move: 6 (7) (8) (10) (15 as Scalecloak)
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Valn's Arm Blades++: +10 speed. These blades will buff claw attack base damage by 500 (1000) and allow claw damage to be improved by pure stones. The design behind these claws is a well-kept secret. These claws will grant +10 speed when equipped, regardless of whether the character is using them to attack.
Elite Sniper Rifle++: +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 range. Base 2,400 bullet-type might.
Valn's Anti-Node Armor++: Terrifying armor that can shift and change to fit either a Scalecloak's human or dragon form. This armor is not cybernetic even though it looks mechanical. This armor is made of a mixture of mithril and vibranium. Grants immunity to bullet, martial and bludgeon. Grants extreme resistance to blade, piece, and body type damage. This armor is immune to wear. Grants 1200 (2400) base defense.
Lead lined under-armor: This armor grants resistance to radiation as well as the radiation poisoning status. This armor can shape shift. Base 300 defense.
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.
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.
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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
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, and backstabs.
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.
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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
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.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
4-Poms (Energy, Dark, Psychich)
12- Energy Gems+Energy Plate
Pure Stone
12- Twisted Spoon+Psychic Plate
24- Night Sapphire+Dark Plate
Golden Casing+Bullet Plate
Pure Stone
Jaw Stone, Claw Stone, Bite Plate, Claw Plate
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
Boots: Grant+1 movement.
Abilities:
Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 50% (100%). The movement of the character is also increased by 3 (5). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Costs: 10 pg
Black Televoltosis (II): Signature ability. This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate electrons surrounding the target, leading to burst of electrical energy surging from their body. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most technological equipment at a staggering rate. Unlike regular televoltosis, this attack is based on the imagination of the character, and as such the more they know about the foe, the less impactful this ability will be. Using analyzing abilities will cause this attack to deal half damage (This includes Analyze, Strategist, or Cold Calculation). If the foe being targeted by this ability is suffering from a strategist status, this attack will deal half damage. This damage will be reduced by half if the character is confused or distracted. This can be the result of many statuses, including fear. If this character is very familiar with the foe, this attack will deal half damage. However, if the foe has a shrouding sphere, this attack will deal triple damage. If the foe is wearing a mask, or any other type of armor that conceals their identity, this attack will deal 50% more damage. If this is the first time this character has battled the foe, then this attack will deal 50% (stacking with the 50% from masks or other forms of concealment) more damage for the first 3-5 turns (depending on how enigmatic the foe is). If the foe is immune to strategist this attack will deal double damage. If the foe is invisible this attack will not suffer accuracy debuffs and will deal double damage. Base 300 (1000) lightning/psychic/dark type damage. This damage cannot be consumed by "consume dark" or "consume energy". This attack will damage allies. This attack will strike behind "Take the Hit". 1-3 (4) range. At second tier 50% more damage when this character initiates the attack, but only in Scalecloak form. At second from this attack boasts +30 speed in the first used against a foe in any given battle. This boost only applies once per foe. Costs: 18 pg
Defender of Dragonkind: This character hates all who would dare hurt the proud race of dragons. If a foe has the ability "Dragonslayer" or dragonslaying abilities/weapons, this character will deal double 50% more damage to that foe. This ability will not trigger against other dragons. If this character is fighting another dragon, their total damage will be reduced by 30%. Only a dragon can hold this ability. Costs: 3 pg
Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Character Type: Psychic, Dragon, Stealth
Weakness: Emotion altering moves can drastically alter this character's ability to control their own psychic abilities. This character has a mild weakness to blade and bullet type damage and an extreme weakness to radiation damage. Immune to lightning. Extreme resistence to psychic. Resists energy.
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. Costs: 4 pg (5x)
Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 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
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
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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.
(TBA) Supreme 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: 5 pg
(TBA) Black Televoltosis: Signature ability. This ability cannot be removed by strategist. This character uses psychic energy to directly manipulate electrons surrounding the target, leading to burst of electrical energy surging from their body. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This attack utterly destroys most technological equipment at a staggering rate. Unlike regular televoltosis, this attack is based on the imagination of the character, and as such the more they know about the foe, the less impactful this ability will be. Using analyzing abilities will cause this attack to deal half damage (This includes Analyze, Strategist, or Cold Calculation). If the foe being targeted by this ability is suffering from a strategist status, this attack will deal half damage. This damage will be reduced by half if the character is confused or distracted. This can be the result of many statuses, including fear. If this character is very familiar with the foe, this attack will deal half damage. However, if the foe has a shrouding sphere, this attack will deal triple damage. If the foe is wearing a mask, or any other type of armor that conceals their identity, this attack will deal 50% more damage. If this is the first time this character has battled the foe, then this attack will deal 50% (stacking with the 50% from masks or other forms of concealment) more damage for the first 3-5 turns (depending on how enigmatic the foe is). If the foe is immune to strategist this attack will deal double damage. If the foe is invisible this attack will not suffer accuracy debuffs and will deal double damage. Base 300 lightning/psychic/dark type damage. This damage cannot be consumed by "consume dark" or "consume energy". This attack will damage allies. This attack will strike behind "Take the Hit". 1-3 range. Costs: 9 pg
Character Type: Psychic, Dragon, Stealth
Weakness: Emotion altering moves can drastically alter this character's ability to control their own psychic abilities. This character has a mild weakness to blade and bullet type damage and an extreme weakness to radiation damage. Immune to lightning. Extreme resistence to psychic. Resists energy.
Caps:
HP: Medium
Attack: 600
Defense: 100
Speed: 129
Skill: 155
Move: 6
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