Tuesday, April 27, 2021

Enmu






Lower Moon 4: Level 66
HP: 156,000 (312,000 1UP+Draught of Life)
Attack: 2400
2GM Whip: 400
3GM Psychic: 600
3GM Poison: 600
3GM Absorb: 600
Devouring Tentacles: 400 (2800) (3200) (3800) (4400) (22,000) (44,000) (48,400)
Defense: 2200
5M Armor: 80
White Silverlight Underarmor: 100 (2400) (2480)
Demonic Evening Suit: 300 (2780)
Psyhicscale Pendant: 20 (620) (3100) (5880)
Poisonscale Pendant: 20 (620) (3100) (8980)
Absorbscale Pendant: 20 (620) (3100) (12,080)
5M Shield: 80
Speed: 215 (225) (235)
Skill: 220 (230)
Move: 9



Items:

Lower Rank Four Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +10 speed and +10 skill.

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 Suit: A suit 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. 

Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen. 

Poisonscale Pendant: An ancient pendant, made from a green dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the poison skill stat and boosts of this character. This item is easily lost or stolen.

Absorbscale Pendant: An ancient pendant, made from a pale green dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.

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. 

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.

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 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.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.

8- Twisted Spoon: Boosts any unit's psychic type damage by 50%.

8- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.

Twisted Stone: This twisted black rock boosts the whip damage of the user by 50%. Only one of these items may be used by the character. This boosts alongside elemental gems if used. 

Twisted Plate: Boosts whip type attack damage by 50%. This will stack alongside twisted stone boosts but not ever engage damage penalties. A unit may not hold two of the same plates. 


Abilities:

Blood Demon Art-Whispers of Forced Unconscious Hypnosis (II+Needled): Signature ability. This character may target any foe within 3 (5) range and attempt to put them to sleep. This ability must calculate accuracy, but it may be used as many times as this character likes. When alseep, this character may choose to give foes either pleasant dreams, causing them to have only a 20% (15%) chance to wake, or nightmares that will cause a Panic Build of 20% (35%) (50%) (100%) for every turn spent asleep with the normal 30% chance to wake. These nightmares also trigger Sadist for this character. Foes may be kept asleep up to 5 turns. Unlike most sleep, pain will not wake the character. Characters who break free from the dream will double their waking chances if put to sleep again. Psychic characters have a 50% chance of not being put to sleep. This is a sonic status. In the needled state, Enmu may place eyes onto his Devouring Tentacles. Rather than putting a foe to sleep with his main body, he may put them to sleep with his Devouring Tentacles. This will be a visual status and only work on characters who have exposed eyes. This will have 1-3 range. Only one tentacle may put a foe to sleep per turn; however, if a tentacle tries and fails to put a foe to sleep, the remaining tentacles may attempt to do so until a foe receives the status. Costs: 14 pg

Devouring Tentacles: This unit may take a turn to manifest two devouring tentacles on the map either adjacent to itself or on or adjacent to any flesh terrain it has created. These tentacles have base 400 poison/absorb/whip type damage. They will each have 25% of this character's HP and share his other base stats. When these tentacles strike a foe, the digestive enzymes rapidly drop defense. Each time a tentacle strikes a foe, it will drop their total defense by 10%. This character may create up to 10 tentacles on the map at a time. These tentacles may trigger "Devour" if they kill a foe. This ability may not be removed by strategist. These tentacles may trigger the ability "Swarm" and "Coil". 1-2 range. This character may also directly attack or counter with these tentacles regardless of whether he has summoned them, using them much like weapons. On the turns after they are summoned, the tentacles will be able to move to any tile that contains or is adjacent to flesh terrain. Costs: 8 pg

Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite or strike the foe. Costs: 6 pg

Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg

Flesh Terrain: This character may cause its flesh to grow out from itself. This terrain is easily destroyed, as it only has 5% of the HP that this character's max HP, but the terrain will allow this character to interact with the world around it. It may grow up to two tiles of this terrain each turn, but the tiles must remain attached to the character at all times or they will die. Using this terrain may allow this character to create a vast network that connects it to the bodies of fallen foes or damaged technology. This ability may not be removed by strategist. Cost: 1 pg

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

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

Eat The Weak: Predator Ability. If a foe is asleep or captured in a trap (such as a leg trap, net, or sticky web), this character will deal 50% extra damage to that foe until they are no longer helpless. This ability requires the character using it to have "Devour" Costs: 3 pg

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 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

Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

Corrosive Acid: The poison type attacks of this character cause huge weapon and shield wear. Costs: 2 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

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

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


Character Type: Demon, Status, Psychic

Weakness: Weak to light type damage. This character will lose 30%  of their HP per turn when in sunlight. Cleave has a double% chance to activate against this character. However, this character can only be killed by demon-killing weapons/abilities, being cleaved, or sunlight. It may still fall in battle, but it will not truly die. Resists whip, dark, poison, and absorb type damage. 

Caps:
HP: Low
Attack: 400
Defense: 200
Speed: 135
Skill: 140
Move: 9

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