Doom Slayer: Level 70
HP: 255,000 (510,000 Draught of Life+1UP) (765,000) (1,530,000)
Attack: 3,200
5GM Marksman: 1000
5GM Sword: 1000
5GM Knife: 1000
5GM Energy: 1000
5GM Light: 1000
5GM Explosion: 1000
5GM Dark: 1000
5GM Fire: 1000
5GM Ice: 1000
The BFG: 6000 (9200) (10200) (11200) (12200) (13,200) (105,600) (211,200) (316,800) (633,600)
Sawn Off Shotgun: 2400 (5600) (6,600) (13,200) (26,400) (79,200)(396,000)
Doomblade: 1200 (4400) (5,400) (10,800) (21,600) (64,800)(324,000)
The Crucible: 3000 (6200) (7200) (8200) (9200) (10,200) (81,600) (163,200) (244,800) (255,000) (510,000) (765,000)
Plasma Rifle: 1500 (4,700) (5,700) (6,700) (53,600) (107,200) (321,600)
Flame Belch: 1500 (2300) (5500) (6500) (52,000) (104,000) (312,000)
Slayer Ice Grenade: 1500 (4,700) (5,700) (45,600) (91,200) (273,600)
Slayer Frag Grenade: 1500 (4,700) (5,700) (45,600) (91,200) (273,600)
Defense: 3,200
GM Armor: 200
Mithril Chainmail: 800 (4000) (4200)
Praetor Armor: 2000 (6200)
2GM Shield: 400
Elite Energy Shields: 50 (1050) (1450) (11,600) (23,200) (46,400) (52,600)
Elite Light Shields: 50 (1050) (1450) (11,600) (23,200) (46,400) (99,000)
Elite Dark Shields: 50 (1050) (1450) (11,600) (23,200) (46,400) (145,400)
Elite Flame Shields: 50 (1050) (1450) (11,600) (23,200) (46,400) (191,800)
Elite Ice Shields: 50 (1050) (1450) (11,600) (23,200) (46,400) (238,200)
Energyscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (270,840)
Lightscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (303,480)
Darkscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (336,120)
Flamescale Pendant: 20 (1020) (8,160) (16,320) (32,640) (368,760)
Icescael Pendant: 20 (1020) (8,160) (16,320) (32,640) (401,400)
Speed: 225 (245) (+5)(-5)
Skill: 240 (280) (320) (+10)(-5)
Move: 6 (9)
Items:
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.
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 dopped at death.
BFG 10000+++ (Exposing Light Sealed): -10 speed. +40 skill. The “Big Freaking Gun”. A legendary fire arm, signature weapon of the Doom Slayer. This weapon deals double (triple) damage to demons, and can kill them regardless of their normal death conditions and ignores all survival/life-saving abilities. This weapon shoots incredibly powerful blasts of plasma that cannot be consumed. This weapon only has 10 shots per battle. 1-3 (4) range. Base 2000 (6000) light/explosion/energy type damage. This weapon, like most guns, also scales in marksman skill.
Sawn off Shotgun+++: +30 skill at one range. A simple but very deadly weapon. This gun deals double damage at one range, but it may only ever strike twice. It also deals 50% less damage if used at two range. Base 800 (2400) bullet type damage.
Doomblade+++: +20 speed. A brutal cutting knife that ejects from the wrist of the Doom Slayer’s armor. This weapon will double the base bleeding chance of abilities. Base 400 (1200) blade type damage.
The Crucible+++ (Exposing Light Sealed): A Legendary weapon. This weapon deals double damage to demons and undead foes. This weapon cannot be used as a normal sword, but it will immediately trigger a Critical Hit when used. This weapon may be used three times per battle. This sword deals Blade/Light/Dark/Energy Type damage. The damage of this weapon cannot be consumed. Base 1000 (3000) damage.
Plasma Rifle+++: This energy weapon gradually builds up massive amounts of heat. This weapon will always strike twice the number of normal times, both when attacking and when countering. 1-2 (3) range. If this weapon targets a foe two turns in a row, on the second turn the projectiles will deal very heavy wear. If this weapon targets a foe for three or more turns, on the third and further turns a foe will be incapable of autohealing on the next turn if they are struck by this weapon. Base 500 (1500) energy type damage.
Flame Belch+++: This weapon may be used at any time, whether countering or attacking. It does not need to be equipped to be used. This weapon may only strike once, but may be used as one of the weapons in "Dual Wield". It has a 100% (110%) chance to give the a burn (severe burn) status. 1-2 (3) range. This weapon boasts 500 (1500) flame type damage. Every time this weapon burns a foe, it will completely repair two of the shields/barriers the character is using.
2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.
Slayer Ice Grenade Launcher+++: This weapon may be used at any time, whether countering or attacking. It does not need to be equipped to be used. This weapon may only strike once, but may be used as one of the weapons in "Dual Wield". It has a 50% (60%) chance to give the targeted foe a freezing status. 1-2 range. This attack will also strike all adjacent tiles to the targeted tile. It has a 10% (20%) chance to freeze those characters as well. This attack is an AoE, it cannot be dodged. This weapon boasts 500 (1500) ice type damage.
Slayer Frag Grenade Launcher+++: This weapon may be used at any time, whether countering or attacking. It does not need to be equipped to be used. This weapon may only strike once, but may be used as one of the weapons in "Dual Wield". It has a 20% chance to stun any foe it strikes. 1-2 range. This attack will also strike all adjacent tiles to the targeted tile. As pure explosion, it also does tremendous wear. This attack is an AoE, it cannot be dodged. This weapon boasts 500 (1500) explosion type 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 defense.
Praetor Armor++: High tech armor. This armor grants immunity to weather and temperature based statuses and damage. This armor allows the user to breath in space or underwater. This armor set grants +3 movement. Grants immunity to bite, claw, fire, and dark. Base 1000 (2000) defense.
3-BFG Ammo Refill: Allows the character to refill the shots of a BFG.
2-Exposing Light Seal: This seal will expose a foe to Light damage. This will not remove innate or ability based resistances, but all item and equipment based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure light weapons cannot accept this seal.
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.
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.
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.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
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.
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.
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.
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.
Frost Bite Ring: A ring from the world of the dark soul. This exceptionally rare item is easily dropped or stolen. However, it will grant resistance to ice type damage and halves the chance of this character freezing as well as increasing their thaw chance to 45%.
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.
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.
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.
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.
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.
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.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
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.
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.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Doom Crystal: Pure, crystalized, undying hatred. This may only be carried by a character who is currently paying for at least five anger based abilities. This will prevent the character from taking autodamage. It will also remove the increased damage vulnerability suffered by this character if they use the ability Berserk.
4-Pom of Power (Light)
4-Pom of Power (Dark)
4-Pom of Power (Energy)
4-Pom of Power (Explosion)
4-Pom of Power (Fire)
4-Pom of Power (Ice)
14- Energy Gems
14- Volatile Crystals
14- Fire Gems
14- Ice Gems
28- Night Sapphire
28- Day Pearls
Razor Stone+Blade Plate
Golden Casing+Bullet Plate
Pure Stone
Abilities:
Rip And Tear: Signature ability. If this character kills a foe and deals more than 50% of their HP extra in damage (by using all of their attacks against the foe, this character will continue to strike the downed body), then all allies of that foe within 3 spaces will be shocked and appalled by the extreme display of gore and violence. This will cause all those foes to suffer a 30% reduction in their attack and defense for the next 3 turns. This is a fear status. Having this ability will triple the impact of bloodlust on this character. This ability will trigger the bloodlust of allies who have the ability and are within three range of the attacked foe. Costs: 7 pg
Run And Gun: If this character kills a foe with a fire arm type weapon, they may add 1 to their movement for the next three turns (or until this countdown is reset by the killing another foe). Each foe they kill will add an additional movement, adding up to 6 movement to this character. This only works with running type movement characters. Costs: 3 pg
Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40%(60%) (80%) (160%) of the time. This ability only activates on physical attacks. Costs 3 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
Demonslayer (II): This character deals 60% more damage to Demon-type foes. Costs: 4 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Undying Rage: This character is, to be blunt, to angry to die. This character may survive one lethal hit for every anger based status they currently have activated. Each type of status will only take a lethal hit once per battle, so recieving the statuses multiple times will not refresh this ability. This ability will also trigger once if their is a foe on the battlefield who is deeply hated by this character. Costs: 4 pg
Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x (1x) damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
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
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
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
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
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.
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 melee or marksman(gun) level.
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) 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
Character Type: Marksman, Melee, Destructive
Weakness: Mild light weakness. Extremely Resists fear, pain, and stuns. Immune to mind control.
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