Thursday, April 29, 2021

Daki






Daki-Upper Four: Level 80
HP: 432,000 (864,000 1UP+Draught of Life) (1,728,000 Mako) (2,592,000 Heart and Soul) (2,851,200 DoT)
Attack: 10,700
5GM Whip: 1,000
True OMEGA Armor: 2,000 (4,000)
Razor Edged Demon Flesh Obi: 300 (1,100) (11,800) (15,800) (31,600) (63,200) (189,600) (948,000)
Defense: 10,000 (20,000) (70,000) [140,000] (210,000) (420,000) [1,260,000 Metal Box]
True OMEGA Armor: 2,000
White Silverlight Underarmor: 100 (20,100) (22,100)
Demonic Evening Dress: 300 (22,400)
Demoness Evening Cloak: 150 (22,550) (78,925) [157,850] (236,775) (473,550) [1,420,650 Metal Box]
Flesh Obi: (118,500) (237,000 (259,550) (908,425) [1,816,850] (2,725,275) (5,450,550) [16,351,650 Metal Box]
Speed: 295 (310) (315) (+25 avoid)
Skill: 295 (310)
Move: 10 (11)


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 dopped at death.

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.

Razor Edged Demon Flesh Obi++: The Flesh Obi attacks of this character now have a 20% (40%) (70%) (120%) chance to induce bleeding both when attacking and countering. This will also boost the total base damage of the attacks by 400 (800). This item is forged from Daki's flesh, and as such is nearly impossible to steal.

White Silverlight Underarmor: A small vest of white, gleaming metal. Grants immunity to light and extreme resistance to energy-type damage. Base: 100 defense.

Demonic Evening Dress: A dress designed to protect a demon. Grants extreme resistance to blade and water type damage. This outfit is fairly frail and could be easily broken. Base: 300 defense. 

Demoness Evening Cloak: A cloak designed to protect a demoness. Grants immunity to ice and fire. Base: 150 defense.

Upper Rank Four Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal. 

Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item. 

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.

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.

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

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. 

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

Curse of Profane Darkness: Increases Indirect damage by 25%; Increases Insta-Kill activations by 10%.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

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.

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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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. 

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.

Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.

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. 

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. 

Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence 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, ambushes 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. 

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.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Chloranthy Ring: +5 Speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

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.

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. 

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage

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)

Razor Stone+Blade Plate

Pure Stone

Boots: Grant+1 movement.

Abilities:

Demon Blood Art-Flesh Obi: Daki signature ability. This ability grants four extending, extremely sharp and durable sashes. These sashes boast 300 base blade type damage. This damage will ignore 50% of the foes defense. 1-2 (3) range, improved by Long Reach. Each sash may take its turn separately, and when doing so they may use abilities such as Strike Twice, Whip Throw, Grab and Smash, Coil, and Cleave. Daki may also take a turn herself, though having these sashes will reduce her own total damage she gives by 50%, and she has very few other aggressive options. Each time a sash attacks a foe, the foe will counter Daki. Daki could choose to attack up to four foes with the four sashes, or she may focus each of her individual attacks on a single foe. However, she may choose to not attack with her own body or take turns with her individual arms, and instead focus on a single foe with a single set of brutal attacks. If she does this, she will strike the foe four times the normal amount. This single targeting attack will not be improved by Stike Twice. When countering, she will always strike four times the normal times. This ability cannot be removed by strategist. The damage of these sashes are boosted by Razor Stones, Pure Stones, and "Weapons Master". Unlike most characters, the armor skill stat will count towards the Weapon Master boost, and will be used to calculate Cleave Chances. When defending, this character will 1/8 of the total damage of its Demon Flesh Cloth attacks to its defense. However, this is cloth at the end of the day, and is susceptible to wear. This defense will defend against magic, psychic, and whip. Costs: 17 pg

Flesh Obi Food Storage: -20 hit. Signature ability. Each sash may attempt this status individually. A Flesh Obi may turn a character 2D and store them indefinitely. This will put them on the map, trapped in a sash-like prison. Daki may take her action that turn to pull any trapped characters to adjacent to herself, or as close as possible. The trapped characters may not escape by themselves, but any blade damage to the Obi will free them. This status may only be done if the character has less than 20% HP. If the battle ends, and character in the “Food Storage” will be captured, and Daki may choose to kill and devour them. This cannot be used by any character who is a medium size class or larger. Costs: 10 pg

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. (5x) Costs: 4 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

Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level. (+10%)
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. Costs 1 pg

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 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

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

Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 pg

Devourer Of Hundreds: This character has consumed hundreds of lives. This act will boost their total HP by 10%. Cost: Minimum of 300 feedings

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

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) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg


Character Type: Demon

Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight. Weak to fire damage. If this character is attacked by a foe who uses flame damage, they will immediately take 25% panic at the end of the engagement. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, cleave, or demon-killing items or abilities, it will not truly die and will not level down (though it will still fall in battle and may lose items).  There are also a few demon-killing poisons or weapons that can kill the undying that may fell this character. This character extremely resists bludgeon-type damage. Unless Daki and Gyutaro die within three turns of each other, neither unit will level down, but they will fall in battle.

Caps:
HP: Low
Attack: 800
Defense: 100
Speed: 145
Skill: 145
Move: 9

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