Wednesday, May 12, 2021

Giyu Tomioka






Water Hashira: Level 78
HP: 480,000 (960,000) (1,920,000) (2,880,000 Heart and Soul) (3,456,000)
Attack: 8,100
5GM Sword: 1000
5GM Water: 1000
Blue Nichirin Blade (Attacking): 1500 (9,600) (10,600) (11,600) (87,000) (98,600) (197,200) (394,400) (591,600) (887,400) (1,109,250)
Blue Nichirin Blade (Countering): 1500 (9,600) (10,600) (11,600) (87,000) (98,600)  (197,200) (394,400) (591,600)
Defense: 3,900
5GM Armor: 1000
Vibranium Mail: 600 (4,500) (6500)
Elite Demon Slayer Uniform: 300 (6800)
Miss-matched Kimono: 200 (7000) (12,000) (18,000) (23,400)
1GM Shield: 200
Raw Water Shield: 1000 (2000) (3000) (22,500) (45,000) (135,000) (270,000) (270,000)
Raw Water Shield: 1000 (2000) (3000) (22,500) (45,000) (135,000) (270,000) (547,000)
Orcane Ripple Pendant: 100 (1100) (8250) (16,500) (33,000) (580,000)
Orcane Ripple Pendant: 100 (1100) (8250) (16,500) (33,000) (613,000)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (643,600)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (674,200)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (704,800)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (735,400)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (766,000)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (796,600) (1,593,200) (2,389,800) (3,106,740) (9,320,220)
Speed: 271 (281) (+5) (+10)
Skill: 295 (310) (+10)
Move: 7 (8)




Items:

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.

4-Mako Cells

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.

Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.

Blue Nichirin Blade (+11 of 10): +10 speed. Giyu has entered the universe with his signature weapon. The blade has been reforged to its former might. This weapon deals double damage to Demon type characters. This weapon currently has 1000 (1500) water/blade type base might. Having been sealed with a Savage Water Weapon Seal, this weapon deals 50% more damage when it initiates the attack. In its final form, this weapon may be used to block when this character is in its 11th form breathing stance. This will add the total attack of the weapon to the character's defense. This will not be boosted by defensive boosting items or abilities, but it will be boosted by attacking boosting abilities. The sword will be considered the final barrier.

Savage Water Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/water element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.

Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

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).

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.

Elite Demon Slayer Uniform: A uniform designed to protect a Demon Slayer in their deadly line of work. Grants extreme resistance to body type damage. This uniform is very sturdy, despite being made of cloth. Base: 300 defense.

Missmatched Kimono: An oddly designed article of armor This cloak grants resistance to bludgeon, whip, sonic, and air type damage. This Kimono has a unique property in that it will cause the character to take half damage from adjacent foes, but double damage from foes attacking from a range. Ranged attacks will also almost instantly destroy this armor. Base: 200 defense.

2-Raw Water Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the water and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in water to use this shield.

Bloodied Butterfly Hairpin: A twisted and spiteful "gift" from Alastor, still stained in blood. A grim reminder of how humanity is viewed by demonkind. +15 Skill. 

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

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

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.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item 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.

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring 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.

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.

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

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

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.

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. 

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. 

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. 

Bloodbite Ring: This ring is easily lost or stollen. Wearing it causes a character to resist taking the bleeding status and blood damage in general.

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, and backstabs.

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 resistence to throw and martial type damage. 

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.

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

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. 

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.

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.

Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

Vile Water: All Water attacks by this character will harm allies and foes alike. All Water Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.

4-Pom of Power (Water): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Razor Stone+Razor Plate

12-Water Gem+Water Plate

Boots: Permanent buff. +1 movement.

Abilities:

Water Breathing: This character may use many different forms of sword techniques via his unique Water Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. 
1st Form-Water Surface Slash: This character may choose to only strike once, but doing so will boost the damage of the strike by 50%. This only works on regular attacks that this character initiates. 
2nd Form-Water Wheel: This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This may only be done once every three turns.
3rd Form-Flowing Dance: This character may debuff the speed of the regular attack that they initiate by 10 in order to improve their skill by 25. 
4th Form-Striking Tide: This character may choose to attack four times, but doing so will drop the might of his attacks by 50%. This form may only be used once every three turns.
5th Form-Blessed Rain After Drought: This character may choose to kill a foe painlessly.
6th Form-Whirlpool: This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This will deal triple damage if this character and his foes are standing in water. This may only be done once every three turns.
7th Form-Piercing Rain Drop: This character may choose to boost his speed for one turn by 20. However, this will reduce the total damage of his attacks by 60%. This may be done every other turn.
8th Form-Waterfall Basin: This character may smash down into the foe with great force. This will triple the total damage of their regular attack, but it will only strike once. This will deal massive shield wear. This strike may only be performed once every 4 turns.
9th Form-Splashing Water Flow: This character boasts incredible footwork. This will prevent them from taking fall damage and allow them to resist throwing damage.
Costs: 15 pg

Water Breathing 11th Form-Dead Calm: Signature ability. This ability requires the character to have the ability "Water Breathing". If this character cannot breathe, they cannot use this ability. This character may activate this ability as their action for that turn. Doing so will prevent all enemy ranged attacks from striking this character or any ally within 4 spaces. However, while this form is active, this character may use no other Water Breathing forms, and will have his movement reduced by 2. Having Calm Mind active during this ability will double the boost of calm mind, remove the movement debuff, and prevent calm mind from expiring. This character may deactivate this form at the start of any of his turns, and this will not take his action. Costs: 7 pg

Demonslayer (II): This character deals 30% (60%) more damage to Demon-type foes. Costs: 4 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%) (100%). This ability may only be used 5 times during a battle. This ability will max out at doubling (200%) (400%) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

Demon Mark: A mark that manifests when a character has pushed themselves to the brink of death. This ability may be activated in battle. It will last for three turns. In those turns the character will have +40 speed, +50% total damage, and +1 move. They will also be able to survive one lethal hit on each turn. However, should the battle not end in those three turns, the character will die and always level down 6. If the battle does end, the character will pass out and be comatose for the next 1-3 weeks. Costs: 5 pg

Red Hot Weapon: This character strikes so hard and fast it actaully causes their weapon to glow red. If this character strikes with a single weapon with any attack that is guaranteed to strike 5+ times (such as Astra, Assault Moves, etc), on the next turn their weapon will deal 40% more damage. The weapon may also be used to cauterize a wound, allowing this character to stop lethal bleeding on themselves or an ally instead of attacking on that turn. This overheated weapon will also stop the foe it strikes on that second turn from autohealing. Costs: 5 pg

Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 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 Defense: If this unit has less than half life, it will increase its total defense by 50%. This ability triggers as soon as the HP drops below the half line. Costs: 3 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

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

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

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

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Raw Barrier Proficiency (II): If this character has barriers that can be boosted by proficiency, this ability will boost those barriers rather than Proficiency (II). Costs: 2 pg

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) Water Hashira: This character is one of the Pillars of the Demon Slayer Corps. All attacks used alongside breathing arts will deal 50% more damage. If there are other Demon Slayer Corps members on the map, all attacks used alongside breathing arts will deal 100% more damage rather than 50%. This ability will also cause Two Handed Stance to apply to activated melee abilities. Cost: Legendary Water Gem.

(TBA) Water Breathing 10th Form-Constant Flux: This ability requires the character to have the ability "Water Breathing". If this character cannot breathe, they cannot use this ability. This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal sword attacks by 50%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy. This ability will be boosted by Dragon boosting abilities. This ability may be used once every three turns. Costs: 5 pg

(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 3 x the normal damage of a strike with the equipped weapon. Costs: 5 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 2 x damage strike. Costs: 5 pg

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

(TBA) Bushido: For every unit in this character's party that is a lower level than it, this unit will boost its total attack damage fifty (maximum 400). Costs: 2 pg

(TBA) 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

(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg

(TBA) Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg

(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 3 x the normal damage of a strike with the equipped weapon. Costs: 5 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) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg

Character Type: Melee

Weakness: Mild weakness to blood type damage. Extremely resists water damage. 

Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 131
Skill: 155
Move: 7

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