Monday, May 3, 2021

Akaza






Akaza-Upper Moon One: Level 91 (92)
HP: 1,500,000 (4,500,000) (10,800,000) (17,280,000 Heart and Soul) (22,464,000) (35,942,400) (43,130,880) (90,574,848) (126,804,787)
Attack: 45,300
2 OMEGA Martial: 4000
2 True OMEGA Air: 8000 (16000)
2 OMEGA Ice: 4000
2 OMEGA Explosion: 4000
Concussive Shockwaves: 500 (1300) (46,600) (50,600) (66,600) (70,600) (529,500) (1,059,000) (2,118,000) (4,659,600) (4,892,500) (6,360,354) (9,540,531) (x2.8 vs emotion) (x1.2 full HP)
Defense: 45,300 (90,600)
2 OMEGA Armor: 4000
Demon Martial Arts Fighting Vest and Pants: 300 (90,900) (94,900) (142,350)
2 OMEGA Shield: 4000
Snowflake Shield: 100 (8100) (12100) (16,100) (136,850) (257,600) (515,200) (1,030,400) (1,115,300)
Snowflake Shield: 100 (8100) (12100) (16,100) (136,850) (257,600) (515,200) (1,030,400) (2,145,700)
Rayquazascale Pendant: 100 (8100) (60,750) (121,500) (243,000) (2,388,700)
Rayquazascale Pendant: 100 (8100) (60,750) (121,500) (243,000) (2,631,700)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (2,872,300)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (3,112,900)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (3,353,500)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (3,594,100)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (3,834,700)
Airscale Pendant: 20 (8020) (60,150) (120,300) (240,600) (4,075,300)
Bonechillscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (4,214,700)
Bonechillscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (4,354,100)
Icescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (4,490,780)
Icescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (4,627,460)
Nuke Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,750,460)
Nuke Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,883,460) (7,325,190)
Speed: 350 (365) (380) (381) (391) (406) (416) (+18 vs emotion) (+10-50) (+25 avoid) (+20 avoid) (+20 avoid v melee) (+20 avoid v melee)
Skill: 350 (365) (380) (381) (+20 v melee) (+20 v melee)
Move: 9 (10) (11) (12) (15) (17)

Darkest Trinkets: Wounding Words


Items:

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.

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.

Heart of Fighting Spirit: A Legendary Heart. This heart will boost the efficacy of all "Fighting Spirit" type abilities by x1.5. This notably includes fighting stance type abilities, Akaza's compass, Super Saiyan, Chase Down, and Battle Lust. This heart will double the HP of the holder.

Life Ring: This ring boosts the max HP of the holder by 10%.

10-Heart Containers

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

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.

Muzan's Blood: This item is nearly impossible to steal. It cannot be stolen by any character other than Demon Moons. This item will cause the character to act as though they are 1 level higher. However, this will not impact leveling up or down.

Akaza's Demonic Enforced Fists and Feet++: +20 skill and avoid against melee weapons. These demonic body enhancements add 400 (800) base might to all martial-type attacks. These items are nearly impossible to steal.

Concussive Martial Arm Wrappings: These arm wraps cannot be stacked with other martial weapons. They will boost the damage of Concussive Punch (or equivalent abilities) by 30%. 

Demon Martial Arts Fighting Vest and Pants: Loose fitting armor. This armor will grant +1 movement, +15 speed, and +15 skill if this is the only armor warn by the character. Grants fire and explosion immunity. However, this armor is relatively fragile. Base: 300 defense.

Blazing Fighting Beads: A unique item crafted over time by Akaza. These will offer +10 speed to Akaza for every turn he spends in combat with a single foe. This will max at +50 speed. This item is crafted from Akaza's demonic flesh. As such, it is nearly impossible to replicate or steal. This buff will be lost and restart if Akaza initiates an attack on a new foe. 

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

Snowflake Hairpin: An item Akaza does not remember but feels uncomfortable with. Perhaps could add skill, but as of now, it does not. This item allows Akaza to have ice barriers and shields. It also grants a shield that boasts 100 air/ice type base defense and is boosted by the shield skill stat. 

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

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. 

Crippling Weapon Seal: An Elite Weapon Seal. This weapon seal will cause each strike of the weapon to debuff the speed/skill of the foe by 3 for 1 turn. This debuff will refresh if they are hit by this weapon (or shuriken with similar properties) again before the debuff is cleared. This debuff will stack. This debuff will cap at 40.

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 character's 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. 

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 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%). 

Sacred Defense: A divine pendant of unknown origin. This rare item will allow a character to ignore its innate weaknesses when it is at full health. This item is easily broken, but not easily dropped. 

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. 

Ancestor’s Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

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 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 Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

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.

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).

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%.

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.

Relentless Pursuer's Trinket: This trinket will double the buffs granted by the ability Chase Down. This item is difficult to steal and rarely drops.

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.

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

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.

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. 

Furious Mark: A wax seal placed to hold down the furious heart of a character. This will triple the boosts granted by "Fury. 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. 

Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% (38%) of their max HP. This skull is somewhat cumbersome.

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.

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

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.

Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts. 

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.

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.

Sakura Sunbite Ring: A ring forged using a vial of Nezuko's blood. Grants resistance to sunlight damage. The holder will also take half the normal instant sunlight damage they normally would (15% for Akaza).

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. 

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

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

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.

Parry Ring: This character may perform special parrying abilities, such as shield repost, spin deflect, or certain signature abilities, even when the foe is using assault moves, finish strikes or critical hits (including Tri-Attacks). This does not work against ambush, backstab, parry repost, or mob. This will also allow Parrying abilities to work on all connected physical attacks, including body and whip which are usually excluded. This character may parry characters who are larger than them. Like all rings, this item is very easily lost or stolen.

Elite Chloranthy Ring: +15 speed. This ring requires that the character be carrying no items or equipment that reduce speed. 

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.

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. 

Ancestor Spirit's Horn Ring: This ring will remove one turn of an active cooldown for every foe this character kills. This ring is easily dropped but cannot be stolen.

Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".

Duelist Ring: This ring doubles the buffs granted by the ability "Duelist". This item is easily lost or stolen.

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

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. 

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)

Deep Bronze Blood Droplet: A blood droplet with a strange metallic tint. This item will remove all innate or item related resistances to debuffs. This does not include temperature, fear, poison, or weight debuffs. This item is very hard to steal (5% drop).

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.

Imperiling Barb: A thorn-like barb placed in the flesh of the holder. This may only be used by organic characters. This item will allow defense debuffs to enter negative %, no longer stopping at 0% defense. Negative % defense will be calculated as a damage multiplier on all attacks launched against that foe. This item is nearly impossible to steal (5%).

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. 

Devilish Destruction Charm

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.

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. 

Darkest Quirk-Slippery: If this character starts their turn with less than 75% HP, they will have a 20% chance to boost their avoid by 50 (55).This buff will last a full turn. If this character is not engaged/does not engage during that turn, this buff will continue until after this characters next engagement.

Wounding Words: A Darkest Trinket. When activated, this trinket will boost the damage of this character's attacks by 50%, but it will reduce this unit's max HP by 30%. This buff/debuff lasts until the end of the battle. 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.

(TBA) Legendary Air Gem: This legendary item will double all air type damage and defense on top of normal item boosting. This item always drops when the user falls in battle. This item will often unlock a special ability on the holder.

Willow Core-Air

12- Air Gems+Air Plate

12- Bomb Badge+Explosion Plate

14-Ice Gems+Ice Plate

4-Pom of Power (Ice)

Boots: Grant+1 movement.

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Sukuna’s Finger: This item will buff the speed of any demon, vampire, curse, or wraith who holds it by +1 and buff their total damage by 5%. This item will always drop upon defeat. Only Sukuna may carry more than one of these items, and he will receive double the buffs.


Abilities:

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% (60%) (90%). 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% (110%) (165%) 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

Demon Blood Art-Destructive Death, Concussive Shockwave Generation: Signature ability. This attack is extraordinarily powerful, but it is not boosted by weaponized body. These punches generate shock waves that reach up to 2 range, and deliver devastating martial/explosion/air type damage. As such, they do tremendous damage to shields and barriers. This attack may be used to counter-attack. Base 500 might. They are improved by Inhuman Strength. This ability cannot be removed by strategist. Costs: 4 pg

Demon Blood Art-Technique Development, Compas Needle (II+Needled): Akaza signature. Akaza must take a turn to activate this form, but the form will last the entire battle. Akaza may sense and adapt to fighting spirit. As such, Akaza is immune to many conditional stat buffs. This does not include augments, form shifts, or abilities that revolve around a calming nature (such as calm mind or deep breath). In the needled state, he will also gain buffs from, but not ignore, Demon Slaying abilities. However, for all other conditional stat buffs (including stat buffs for activation or dodge, such as FTWMP or Demon/Beast Sense), Akaza will completely ignore the buff. He will also boost his speed by +10 (15) (18) (27) and his damage by 25% (50%) (75%) for every tier of a conditional stat buff the foe has active. At second tier, as soon as he takes this stance, he will boost his total damage by 50% (100%) (120%) (180%) and speed by 10 (12) (18) vs any foe who has emotions. This ability ignores Focused Mental Points. All boosts to damage granted by this ability are added together before multiplying. Costs: 14 pg

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

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

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

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) (33).
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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

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

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 (20) 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 (6) for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 (20) for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% (20%) for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg

Death Shot: When attacking, this character adds 25% (50%) to their attack damage stat. Costs 3 pg

Duelist: When this unit initiates an attack against an enemy who is using a melee weapon, they add 20 (40) to their dodge and 20 (40) to their skill. Costs: 3 pg

Chase Down (II): If a foe moves away from this unit, this unit will gain +30 (36) (54) (108) skill against that foe on its next turn as well as a 50% (70%) (105%) (210%) damage boost. Costs: 4 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% (44) to any dodge, hit, or a 15% (17) to any skill activation chance once every three turns (every other turn). Costs: 4 pg

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

Brutal Beat Down (II): If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefield. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is activated so long as this character moves within the foes range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. At second tier, if a foe is blasted into a structure or another character, that character or object will take 50% of the damage of the attack that triggered blast back as indirect damage. At second tier, this ability may trigger "Chase Down" against the foe. Costs: 8 pg

Gatling Fists: This ability may be activated instead of using a regular attack. This ability will double the number of times the character strikes with their martial attacks. It may stack with Rapid Fists, but it will double the debuff given by that ability. This ability may be used once every other turn (every turn). Costs: 5 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

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. Costs: 4

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 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)

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 (Skull)

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.

(TBA) Devourer of Thousands (II): 20% HP buff after feeding on thousands of lives. Costs: 3,000 devourings.

(TBA) Shockwave Vacuum: The punches of this character are so forceful, they create a vacuum of air behind the shockwaves they generate. When using Concussive Punch or Concussive Shock Wave generation, this ability will cause all ranged attacks used after a punch is thrown during the engagement to deal 50% less damage. This protective vacuum will last until the end of the engagement and will be triggered by either attacks, counters, or vantage strikes. Costs: Legendary Air Gem

(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) Demon Blood Art-Technique Development, Compas Needle: Akaza signature. Akaza must take a turn to activate this form, but the form will last the entire battle. Akaza may sense and adapt to fighting spirit. As such, Akaza is immune to many conditional stat buffs. This does not include augments, form shifts, or abilities that revolve around a calming nature (such as calm mind or deep breath). However, for all other conditional stat buffs (including stat buffs for activation or dodge, such as FTWMP or Demon/Beast Sense), Akaza will completely ignore the buff. He will also boost his speed by +10 and his damage by 25% for every tier of a conditional stat buff the foe has active. This ability ignores Focused Mental Points. Costs: 7 pg

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percent hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 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 100 (300).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (180).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (120).
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) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg

(TBA) Martial Assault: This unit rushes in with nothing but its own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

Character Type: Demon, Martial, Speed

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. 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 body-type damage. Extremely resists fear and pain.

Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 135
Move: 7

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