Sunday, February 7, 2021

Solf Kimblee






The Crimson Lotus Alchemist: Level 64
HP: 168,000 (336,000 Draught of Life+1 UP)
Attack: 2400
5GM Explosion: 1000
Crimson Lotus Alchemy: 500 (2900) (3900) (27,300) (81,900)(122,850)
Crimson Lotus Time Bomb: 1000 (3400) (4400) (30,800) (92,400)(138,600)
Defense: 1700 (3400) (6,800)
5M Armor: 80
Kimblee’s Suit: 300 (3700) (3780)
Kimblee’s Overcoat: 150 (3930) (7,860)
Speed: 200
Skill: 225
Move: 6 (7)


Items:

Kimblee’s Suit: A white suit. Grants immunity to light. Grants extreme resistance to energy and fire. While this suit is well crafted, it is susceptible to wear. However, it takes no wear from explosion type damage. Base 300 defense.

Kimblee’s Overcoat: This long overcoat grants extreme resistance to body type damage. Base 150 defense.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

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.

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. 

Magic Stoneplate Ring: Wearing this ring grants the character resistance to magic type damage. This item is easily lost or stolen. 

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. 

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.

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.

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. 

Perfected Philosopher’s Stone: Melding Three Philospher’s stones together will grant this item. It is extremely hard to steal. This item will double the number of times and ability can be used in battle. This item will increase the total damage of Alchemy attacks by 50%.

12- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.

Abilities:

Crimson Lotus Alchemy: Signature Ability. Kimblee may create massive explosions using his Alchemy. Base 500 explosion type might. These explosions are 1-2 range and deal massive damage to armor, shields, and equipment. They count as blasts. He may also attempt to touch a foe and change part of their equipment or body into an explosive. This will have -20 hit, but it will not be countered. If he touches equipment, then that equipment will explode in 3 turns. This will destroy most equipment, and any foe adjacent to the equipment or using the equipment will take 1000 explosion type damage. This damage is indirect and ignores evasion and defense. If Kimblee has made someone’s body explosive, then after three turns they, and all adjacent foes, will take the 1000 indirect explosion type damage. This will also induce severe bleeding. This ability cannot be removed by strategist. Costs: 10 pg

Mass Murderer: This character relishes the death of the weak. As such, they deal 30% more damage to all foes who are a lower level than they are. They will deal 60% more damage if the foe is a non-unique unit. Costs: 4 pg

Raining Explosions: Once every other turn (once every turn), this character may triple the number of times they strike with explosion-type blasts. This will not stack with other abilities that increase the number of times this character strikes. Costs: 5 pg

Bright Explosions: The explosion type attacks of this character will remove darkness boosts from any character they are used against for a full turn. This will include during the attack itself. Costs: 1 pg

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

Savage Elements: Alchemist and Sorcer exclusive ability. When this unit attacks an enemy with an element based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg

Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg

Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 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

Character Type: Alchemist, Destructive

Weakness: Mild Weakness to Bite and Pierce. Immune to Explosion. Immune to fear.

Caps:
HP: Small
Attack: 800
Defense: 100
Speed: 130
Skill: 155
Move: 6

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