Friday, April 9, 2021

Guts




The Black Swordsman: Level 83
HP: 1,008,000 (3,024,000 Heart Container) (7,257,600 Mako Cells) (9,797,760 Bottle) (12,737,088 Crystal Soul) (20,379,341 Heart+Soul) (26,493,143 Rune Arc) 
Attack: 16,100
5GM Sword: 1,000 (2,000) (4,000)
5GM Explosion: 1,000
5GM Marksman: 1,000
Dragon Slayer: 3,000 (19,100) (23,100) (57,750) (115,500) (173,250) (190,575) (571,725) (2,858,625) (3,716,213) (5,574,319) (6,967,898 w/ attacking) (x1.15 in light)
Defense: 16,400 (32,800) (98,400) (x3.5) (x2) [x2] (x1.5) 
5GM Armor: 1,000
Anti-Node Armor: 1,200 (99,600) (100,600)
Vibranium Chainmail: 600 {101,200}
Troupe Cloak: 300 {101,500} (355,250) (710,500) [1,421,000] (2,131,500)
5GM Shield: 1,000
Dragonslayer Shield: 464,526 (929,053) {1,030,553} (2,061,106) [4,122,212] (6,183,318)
Speed: 290 (295) (300) (+10 Speed/Avoid in Light) (+20 Avoid)
Skill: 305 (315) (320) (330)
Move: 7 (8) (9) (11)




Items:

Dragonslayer+++ (Sealed): -50 Speed. A colossal greatsword supposedly made from the "ultimate steel." This blades heft and edge allow it to cleave through humans and demons alike. This weapon, if used with two hands, can be used as a shield. This must be chosen as a defensive option during the first enemy attack during an enemy phase. When doing this, the character defending will be unable to counter for the entire enemy phase, but will gain a shield with the might of 1/8 the neutral standing damage of this weapon. This "shield" may be battered away by powerful wear attacks, most notable bludgeon and explosion. It has about as much durability as two barriers. If battered to the side, this character will receive no defense but still be incapable of countering during that enemy phase. It will increase the activation chance of abilities like cleave and dismember by 20%, and will allow use of the ability “Dismember” without paying levels to unlock it. The sheer weight of this blade allows the character, if they are using both hands they will be able to trigger the ability "Blast Back" without paying levels to unlock it. This weapon may strike intangible foes, and they will not resist the damage. Base 1,000 (3,000) bludgeon/(sunlight) or blade/(sunlight)-type damage.

Fated Weapon Seal: This elite weapon seal will boost the total might of Legendary Weapons by a staggering 50%. A Legendary Weapon is always dropped upon defeat. 

Sunlight Weapon Seal: Grants weapon Sunlight-type damage; negates low-light evasion boosts; Hard to Steal

Cannon Arm Prosthetic++: 1-2 range. Can only fire once, but will deal massive wear to barriers, breaking most in a single shot. Base 1000 (2000) bullet-type damage.

(TBA) Flamethrower Prosthetic: Modified from a flame throwing candle, this prosthetic can unleash an extremely deadly stream of fire. This stream of flame has 1-3 range and will strike all tiles within a straight line. All foes will dodge and counter separately. This candle may only strike once and may only be used when the character holding it is initiating the attack. This item will remove darkness based evasion boosts from all adjacent foes. Base 600 fire-type damage.

(TBA) Repeater Crossbow Prosthetic: -25 speed. This lethal crossbow fires arrows extremely quickly. Though this bow cannot be used to counterattack, it will strike four times when attacking. Base 200 Pierce-type damage.

Berserker Armor: This unit may spend a turn to don this armor. Doing so will increase this unit's total damage by x2 and increase their Speed by +10. This will also grant immunity to Fear and Pain based effects, as well as the ability to purge certain status effects (Neck break, real damage blows, dismember, stun, flich, and paralysis); however, each time a status is purged, it will give this unit a Bleed status. While wearing the armor, Guts will have a 50% chance to Frenzy each turn, and each turn he uses this armor in combat will increase the chance by 5%. Deactivating the armor will have a 50% chance to succeed, but will drop by 5% on each unsuccessful attempt. The armor will increase "The Struggler" ability’s chance to activate by 10%. If any anger-based abilities are activated while using this armor, they will remain active as long as the armor is on, and their negative effects are negated. This armor will share the qualities of whatever it is worn on top of. This armor is nearly unbreakable, but should it be struck enough times, it could be damaged enough to break for the remainder of the battle. This would be a Herculean task, and the armor itself will be mended at the start of the next battle.

Troupe Darkbeast Cloak: A great, black, ragged cloak. More of a vast black shadow than an article of clothing. This cloak instills fear in nearby foes. All foes within 2 range suffer -10 (-20) avoid. All unholy foes within 2 range suffer -40 (-80) avoid. This cloak is relatively sturdy. Resists Explosion, Ice, Absorb, Air. Grants 300 defense.

Anti-Node Armor: This terrifying replica armor is not cybernetic even though it looks mechanical. This armor is made of a mixture of mithril and vibranium. Grants immunity to bullet, martial and bludgeon. Grants extreme resistance to blade, piece, and body type damage. This armor is immune to wear. Grants 1200 base defense. 

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

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.

4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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 these items.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

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 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.

Counter Behelit: An unusual item that should not exist. This item could be used by a character who has committed a great crime by sacrificing others for their own growth in power to undo the act. This would bring back those sacrificed at the cost of the previously gained power.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

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 causes a 5% increase in panic build.

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Enchiridion: +5 Skill. A book of heroes. This book slightly extends the duration of the ability heroic aura (usually adding an extra turn). This book once belonged to Finn's idol, Billy. The book may hold other secrets, but whether those will ever be deciphered depends on who is allowed to look over it.

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 (other) turns. 

Deep-Sea Caryll Rune: Reduce all Elemental damage by 10%; Cannot be stolen except by Mind Diving 

Lake Caryll Rune: Reduce all physical damage by 10%; Cannot be stolen except by Mind Diving

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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, overheat). This item is easily lost or stolen.

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.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped 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.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

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. 

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

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.

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. 

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

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

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.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.

Anti Time Point: Activates "Time Warp" for 2 turns

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

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.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Blade Breaker Badge: Grants immunity to Pure Blade damage; Activation does not use up turn; Lasts 4 turns; Only works on pure weapons; May be used once per battle; Very Hard to Steal

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Thim's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

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.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

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

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.

Eldritch 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.

Elite Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% to how much additional damage they do.

Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%). 

Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's Skill by -5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

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

Necronomicon: Doubles the effects of Fear-type moves.

Philosopher's Ignorance: Active Cooldowns are doubled within 3 range 

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

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.

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. 

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.

Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

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.

Strike-breaker: 10% less damage from single hits.

Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal. 

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

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

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.

Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

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.

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.

Devilish Destruction Charm

Pure Stone

Razor Stone + Plate

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.

Brand of Sacrifice: A mark deeply cut into Gut’s neck that was an indicator of fate itself that he be sacrificed in an eclipse ritual, but he refused. This mark bleeds when evil draws near, more severely the greater the threat, and also draws that evil to himself. Foes of dark nature will be drawn to Guts, as slaying him will result in gaining 10x the normal amount of Skill points. Should a dark foe slay Guts, he will level down six, regardless of the level of the foe. This brand is a truly terrible burden to bear. 

2- Broken Hunter Femur: Consumable. May be used against a foe to curse them. This does not calculate accuracy nor take your turn to do. This will prevent the foe from using “Dodge Roll” on that turn.

7- Crimson Deathblood Bombs: +30 hit. This object may be thrown instead of attacking. This will take 20% off of the struck foe’s total HP cap, and that HP cannot be regained until the end of the battle. Some foes are immune (those that cannot use Lifeblood). 1-2 range. Foes may counter.



Abilities:
The Struggler: Guts signature ability. From the time of his birth, Guts has warred against causality and fate itself. As such, his supernatural will makes it unbelievably difficult to kill him. Any lethal hit he takes, Guts will have a 20% (40%) chance to survive it with 1 HP. This chance is increased if in battles that carry great meaning to him, and will increase the chance by 5% for each anger based ability he has active. 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

Aether (II): This ability has a 50% (70%) chance to activate during an attack. If this ability activates, the character will strike twice. The first strike will heal 60% of the amount of damage dealt to the foe. The second strike will completely ignore the defense of the enemy. Costs: 12 pg

Berserk: This unit may activate this ability once a battle at the start of its 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 damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg

Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 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 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 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

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

Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x4 for the entirety of the next turn. Costs: 4 pg

Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg 

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

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
If the character strikes an enemy, they will boost their skill stat by 5
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 (Medallion)

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 (Sword)

Carry The Small: This character may carry a child on their back. Doing so will grant them a 75% (95%) chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carrying. Costs: 1 pg or Small Buckle

Dismember: On every biting attack this character executes, it has a 20% (40%) (50%) (70%)  chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg (Sword)

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% (40%) (60%) chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)

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. 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 (5x)

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.

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) The Black Swordsman: Guts Signature ability. While wielding a sword, Guts will take no stat penalties from his weapon, regardless of weapon size. His prosthetic attachments are able to be boosted by proficiency as well. The Black Swordsman deals double damage to Demonic units. 10 pg

(TBA) Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
>Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg 

(TBA)Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg

(TBA) 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 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% (80%) (100%) to give an enemy the severe bleeding status. Costs: 5 pg

(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

(TBA) Bloodlust: During a battle, if this character defeats a foe, they will then add 2 x the number of the defeated enemy's Power Gem Level and add it to this unit's base attack stat. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) 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.
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

(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 pg

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 30.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 20.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 10.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

(TBA) 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 -15 Hit.
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

(TBA) Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2x damage strike. Costs: 5 pg

(TBA) Sword Grabber: This unit may grab the oncoming blade of an attacking foe. This ability has a 50% chance to activate on every enemy attack with a blade-type weapon. If it succeeds, it will completely nullify the attack of the enemy, and the enemy will not be able to perform any follow-up attacks. This unit may perform counter-attacks after grabbing the enemy weapon. If the enemy is dual wielding, then this character may try and catch both blades, but it cannot counter-attack after doing so. (must use metal arm to perform this ability). Costs: 4



Character Type: Melee

Gael's Curse, accepted willingly by Guts: Guts shall never attack Muzan or his 12 Moons unprovoked. If Muzan or the 12 Moons initiate combat with Guts or Shierke, Guts may defend himself. If Shierke initiates combat, Guts will be unable to intervene unless struck. Breaching this curse will result in death and the loss of 6 levels. 

Weakness: Extremely Resists Pain and Fear. Weak to Taunt. More likely to take bleed statuses.

With Items: 
Autoheal 10% per turn
-75% chance to be poisoned; -75% chance to be Frozen and Bled; -50% Burned; -50% Disease, Radiation chance
-75% Damage from Bleed and Poison
-50% Damage from all Statuses
-50% Damage from 5 or more hits
-10% Damage from single hits
-10% Damage from Physical/Elemental

Immune: Time, Mind Control, Strategist, Indirect Damage, Insta-Kill, Bullet, Martial, Bludgeon
Extreme Resist: Blade, Pierce, Whip, Throw, Psychic, Explosion
Resist: Body, Ice, Poison, Air, Blood, Fire, Dark, Magic, Lightning, 
Neutral: Bleeding

Caps:
HP: High
Attack: 200
Defense: 400
Speed: 125
Skill: 140
Move: 6

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