Friday, April 9, 2021

Griffith






The White Hawk: Level 95
HP: 1,950,000 (45,850,000) (14,040,000) (18,252,000) (29,203,000 Heart and Soul) (37,964,160 Rune Arc)(79,724,736) (80,000,000 r-up)
Attack: 60,300
4 OMEGA Sword: 8000 (16,000) (32,000)
Femto's Sabre: 1,200 (61,500) (93,500) (187,000) (374,000) (1,122,000) (5,610,000) (6,171,000) (9,000,000) (x1.15 in bright light)
Venevonix's Absolute Sabre: 3000 (63,300) (95,300) (190,600) (381,200) (1,143,600) (5,718,000) (6,289,800) (9,000,000) (17,000,000) (x1.15 in bright light)
Defense: 60,000 (120,000)
3 OMEGA Armor: 6000
Mithril Chainmail: 800 (120,800) (126,800)
White Hawk Armor: 1,200 (128,000)
White Wings Cloak: 500 (128,500) (257,000) (514,000) (771,000)
3 OMEGA Shield: 6,000
Elite Silver Purity Shield: 3,000 (9000) (18,000) (90,000) (270,000) (540,000) (3,240,000) (3,368,500)
Elite Silver Purity Shield: 3,000 (9000) (18,000) (90,000) (270,000) (540,000) (3,240,000) (6,608,500) (13,217,000) (26,434,000) (39,651,000)
Speed: 355 (370) (390) (+10 speed +10 avoid in bright light) (+20 avoid) (+25 avoid)
Skill: 370 (+30 hit)
Move: 12 (13) (14) (17) (flying, walking)

Darkest Trinket: Temptation

Items:

10-Heart Containers

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Savior's Heart: A Legendary Heart. This item will allow the user to instantly move to the closest space near a character who has been attacked by a foe if they are within 2x the movement range of the character. Upon doing this they may immediately take the hit for that character and then counterattack the foe. Unlike a normal take-the-hit, this character may still dodge the foe. This may be done once per enemy phase. This item will double the HP of the holder.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

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 dropped 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.

Oninonix’s Red Shard: Resurrects a character back to full HP at the start of the next turn after they fall in battle. This object takes months to regain power, but it is linked to the soul of the character it is bestowed upon.

Venevonix's Absolute Sabre+++: +30 (+40) speed. A weapon fit only for a god. This black Sabre immediately glows blindingly white during combat. It is made of some sort of obsidian substance, and is uncanny to the touch. It is a rapier type weapon, so it may be used to either deal pierce or blade damage. This sword will always strike twice when attacking. This weapon ignores the intangibility of foes, and treats immunities as extreme resists and extreme resists as simple resists. It will also ignore 50% of the defense any enemy it strikes, and deals 100% extra damage when attacking. Although it is a rapier, it has incredibly high base might. Base 1000 (3000) blade or pierce type damage. This weapon requires the holder to be at least 5GM in sword to use. At 5GM or Omega, this weapon ignores abilities or items that prevent "Cleave" from triggering. If this weapon is used by Griffith, the character it was designed for, it will allow him to activate cleave against foes who he ties with in Skill levels unless they are true OMEGA. However, he will start with a 0% chance and must spend 6x the normal points to add % to his Cleave Activation chance. 

Femto's Sabre++: +10 (+20) speed. An elegant weapon. This sword may be used to parry repost. It is a rapier type weapon, so it may be used to either deal pierce or blade damage. This sword will always strike twice when attacking. This weapon ignores the intangibility of foes. Although it is a rapier, it has incredibly high base might. Base 600 (1200) blade or pierce type damage. This weapon requires the holder to be at least GM in sword to use. At 5GM or Omega, this weapon ignores abilities or items that prevent "Cleave" from triggering.

2-Rushing Weapon Seal: This seal will grant +10 speed to the weapon it is affixed to.

2-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

2-Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% chance).

2-Elite Silver Purity Shield+++: This shield requires a hand to hold it, making it remove Dual Wield or Two Handed Stance. However, this shield will increase its total defense by 100% for each GM this character is in Shield Skill and will be boosted by pure stone and Weapons Mastery Buffs. This item is extremely rare and valuable. This shield is nearly impossible to break, but high-wear strikes will knock it aside. This shield blocks magic, psychic, and whip. Having any elemental shields or barriers available prevents a character from using this shield. These shields may be boosted by proficiency. These shields are nearly impossible to drop (5% rate) Base: 2000 (6000) defense.

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.

White Hawk Armor: Brilliant White Armor. This unique armor set may only be warn by Griffith, but it grants him the ability "Gale Force" for free. This armor grants total immunity to light and energy, along with extreme resistance to explosion and fire. Base: 1200 defense.

White Wings Cloak: This cloak grants extreme resistance to all forms of body attacks and resistance to bludgeon. It is marvelous and bright, and will also add 2 to the movement of any character wearing it. Base: 500 defense.

Deific Forged Eye: This eye has been implanted into a Deity. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

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.

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.

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. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Lucky Button: This object will give a character a minimum of a 10% chance to dodge attacks, even if the foe has high enough skill to normally guarantee a hit. This does not work on attacks that have a guaranteed hit, even if the character has Extreme Evasion. This object also cannot grant this dodge chance if the character has any abilities or items that allow re-rolls or instant dodges (such as Teleport dodge or Dodge Roll). This object will not allow a dodge if the character is tackled, pinned, or trapped by similar abilities.

Indefatigable Elixer: This character may consume this elixir immediately as they take the Enfeeble status. This will clear the status. This does count as a consumable. This item refreshes after each battle. Only one of these items may be used by this character per battle.

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.

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.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

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.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Shadowbane Ring: This extremely rare and powerful ring grants total immunity to Dark-Type damage. 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. 

Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

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.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to explosion-type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This 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. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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. 

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.

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.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.

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)

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 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.

Curse of Profane Darkness: This horrible golden object causes this character to deal 25% more indirect damage, and increases the activation chances of instant kill abilities by 10%.

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.

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.

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.

Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object will cause the character to build Panic and Terror an extra five percent if impacted by those abilities. 

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

Glorious White Feather: This item boosts the flying movement of winged characters by +3. It will also allow an air gem to be used twice per battle. It is nearly impossible to loot or steal (5% drop rate).

Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.

Hollow Gem-The Tesseract- Space Stone: One of the six Infinity Stones. This incredible object will unlock all teleportation and space manipulation-type abilities on the character who is holding it. If they have the abilities innately, it will also double their effectiveness (generally by halving their cooldown or increasing their activation rates).

Razor Stone+Needle Stone+Blade Plate+Pierce Plate

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

2-Air Gem

Darkest Quirk-Hatred of Cadavers: This unit will deal 15% more damage to undead foes. It will also reduce its Panic build by 25% for each hit it lands on an undead enemy. This unit takes 20% less damage from undead foes.

Temptation: At the start of each turn, this character has a 50% chance to gain an additional action and a 50% chance to boost their damage by 10%. This added action will not be impeded by items, abilities, or maps that would normally prevent additional actions. However, they cannot benefit from any lifesaving/invincibility items or abilities. This includes formshifts, take the hit mechanics, and resurrection items. Darkest Trinkets are easily stolen. They always drop on death. Allies cannot pick them up when dropped; they are either destroyed or taken by an enemy. These items cannot be traded. A character may only ever have two Darkest Trinkets active at once, and they must choose to activate them at the begining of battle (or in their first engagement). These trinkets ignore Blood Droplet items.


Abilities:

Nigh Absoluteness: (III+Needled) Griffith signature ability. At the start of each turn, Griffith will refresh his holding of 100 (200) (300) (400) (800) units of Causality. He may add these units to his avoid, hit, activation, or search chance during his own turn or during the enemy phase. He may also spend 2x the normal ammount of units to change the odds of all rolls within ten spaces (only at third tier). Fighting against Griffith is akin to a character attempting to battle the author of the story. This ability may not be removed by strategist. Griffith may now also bend space around him, causing attacks that he dodges to potentially strike the attacker or nearby allies. In order to redirect the attack, Griffith must successfully dodge it and then spend 50 extra causality points. Upon redirecting the attack, it will be launched immediately. The skill will be calculated using Griffith's own skill. The attack will boast the same damage and range as when it was first launched. Costs: 20 pg

God Hand: Griffith has become unspeakable beautiful and charismatic to nearly anyone who looks on him. Outside of battle this can drastically impact his relationships with others, but in battle it will cause his ability "Charisma" to charge incredibly quickly against most foes, especially humans. This reduces the time of Charisma activation to 2-3 turns usually. Costs: 4 pg

Unbound Violence: Berserk universe exclusive ability. This character holds hideous and dark violence within. This ability will double the total pure physical damage of the character as soon as they initiate an attack in battle. This boost will remain active until this character fails to directly attack a foe on their own turn. 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

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

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. (3.25) (5x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Cleave: The unit may try and instant 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.
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

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

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 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

Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg

Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg

Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg 

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four (2) turns to recharge. 5 pg

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg (White Winged Cloak)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Ring)

Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

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

Character Type: Melee, Strategist, Support, Worldbreaker

Weakness: Griffith takes 10% more damage from a foe for every anger ability they have active. Extremely resists mind control.

Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 130
Skill: 145
Move: 11

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