Monday, June 14, 2021

Gojo Satoru






Gojo: Level 68
HP: 180,000
Attack: 3,000
1 Martial: 5
GM Psychic: 200
1 Dark: 5
1 Energy: 5
2M Explosion: 50
Red: 600 (2300) (2500) (2505) (2510) (12550) (25100) (38,905)
Blue: 1200 (2900) (3100) (3105) (15625) (31,050)
Defense: 2,500
5 Shield: 25
1 Armor: 5
Speed: 240 (245) (250) (260) (310 Avoid) (340 Avoid)
Skill: 240 (255)
Move: 11 (12) (Levitating, Flying, Teleporting)


Items:

Stealth Hoodie: + 30 Avoid. A rather goofy notion... but surprisingly effective. This hoodie offers no real defense or resistance, but its coloration and shape somehow make the character wearing it harder to hit.

Mahito Casual Clothes: These clothes are very susceptible to wear. However, they grant immunity to dark and psychic type damage, along with extreme resistance to ice and water. They also boast 500 base defense. 

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

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 Pistol: This ancient pistol will cause this character to increase its Speed by +5 and Skill by +15 when using ranged attacks. Holding this object causes a 5% Panic build at the start of every turn in battle. 

Advanced Field Disrupter: This fragile piece of tech generates a disruptive field around the character, causing them to ignore dimensional alterations. This includes Subspace Debuffs, Negative Zone, and Mirror Dimension... among other similar things. 

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.

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 Celthi 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%.

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, berserk, ferocity, tailwind, overheat). This item is easily lost or stolen.

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

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

Penance 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 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. 

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.

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.

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.

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

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.

Acute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses.

(TBA) 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.

1- Air Gem

8 - Twisted Spoon

8-  Energy Gems

Energy Plate

8- Bomb Badge

16- Night Sapphire

Abilities:

Limitless Infinity (III+Needled): Gojo Signature. This character may alter the space between itself and a foe, making the foe miss even if it looks like they should be landing a direct hit. This ability may be used while taking the hit, unlike most dodge chances, meaning Gojo may take the hit and calculate his dodge using his full avoid. Gojo will have 100 (200) (300) (400) (800) Infinity Units at the start of a battle. At the start of each turn, Gojo will refresh his holding of 100 (300) (400) units of Infinity. He may add these units directly to his avoid during any individual dodge on his turn and during the enemy phase. He may also add these to the avoid of any adjacent characters (characters within two range). This is technically a barrier that is allowing this avoid to be added, and as such attack types that ignore barriers will not allow this avoid to be added, and should a powerful enough wear attack strike Gojo directly, the barrier could be shattered until the start of his next turn. At third tier this barrier is nearly unbreakable. In the needled state, if Gojo spends at least 100 Infinity Units in an engagement, he (or the character he is protecting) will always take half of the total damage that they would have taken. This functions similarly to Aegis/Pavis. Costs: 16 pg

Blue (III): Gojo Signature. 1-3 (4) range. -10 speed. Gojo may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. Base 1200 dark/psychic damage. This attack will now be impossible to consume. This attack will treat resistances as if they are one tier lower. This attack may now be used to counter. This attack has a 20% (50%)  chance to flinch the foes from pain. This ability may now activate Black Flash. Costs: 16 pg

Red (III): Gojo Signature. Gojo may fire a 1-3 range shot of curse technique at a foe. If it strikes them, it will blast them back (4-8) spaces (at third tier, the distance may be chosen by Gojo) in a straight line. If they strike another character or a structure, they will give that character or structure 100% of the total damage of this attack as indirect damage. This attack may only strike once (up to four times at second tier), but may be used to counter. Base 1200 dark/psychic/explosion type damage. This may only move characters within two size classes of Gojo (at third tier it may move any size class). If more than one character is on the tile, it will strike all of them. This ability may now activate Black Flash. Costs: 16 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 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

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)

Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 pg

(TBA) 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

(TBA) All Sight: This character has incredible perception. It will be immediately aware of shapeshifted, invisible, or otherwise hidden enemies. Costs: 3 pg

(TBA) 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

(TBA) Black Flash: This ability may only trigger on normal attacks. This ability will have a 10% chance to activate on normal attacks this character initiates. If this triggers, the character will increase the damage of that strike by 100%. After landing this attack once, the character will go "Into The Zone" for the rest of the battle. While in this state, this ability will have a 50% rather than a 10% to trigger the double damage strikes. Costs: 5 pg

(TBA) 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

(TBA) 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

(TBA) Red: Gojo Signature. Gojo may fire a 1-2 range shot of curse technique at a foe. If it strikes them, it will blast them back 6 spaces in a straight line. If they strike another character or a structure, they will give that character or structure 50% of the total damage of this attack as indirect damage. This attack may only strike once, but may be used to counter. Base 300 dark/psychic/explosion type damage. This may only move characters within two size classes of Gojo. If more than one character is on the tile, it will strike all of them. Costs: 4 pg

(TBA) Red (II): Gojo Signature. Gojo may fire a 1-2 (3) range shot of curse technique at a foe. If it strikes them, it will blast them back 6 spaces in a straight line. If they strike another character or a structure, they will give that character or structure 50% of the total damage of this attack as indirect damage. This attack may only strike once (up to four times at second tier), but may be used to counter. Base 600 dark/psychic/explosion type damage. This may only move characters within two size classes of Gojo. If more than one character is on the tile, it will strike all of them. Costs: 8 pg

(TBA) Curse Martial: This character may empower thier fists with potent curse energy. This will cause their martial attacks to gain psychic/dark element damage. This may then be improved by Inhuman Strength. While not the normal elements required, these martial attacks may trigger blast back. Costs: 4 pg

(TBA) Declare Technique: A Jujutsu Sorcerer may declare their technique. Doing so will make them susceptible to 1 more tier of strategist (allowing any form of strategist to take off an additional tier) and removing any form of strategist resistance or immunity from the character. However,  all Jujutsu abilities on this character when the Technique is Declared will buff the total damage of Jujutsu attacks by 10%. Costs: 2 pg

(TBA) Blue: Gojo Signature. 1-2 range. Gojo may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. It may only strike once. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. Base 300 dark/psychic damage. Costs: 4 pg

(TBA) Blue (II): Gojo Signature. 1-2 range. -15 speed. Gojo may target a foe with this attack. This terrible force will compress the foe dealing lethal damage. However, this attack deals incredibly heavy armor and equipment and shield wear. It will also tier off 10% of the foe's life if it strikes due to crush damage. This attack may be used alongside Real Damage Blows with hideous outcomes. Base 600 dark/psychic damage. This attack now has a 10% chance to flinch foes from pain. Costs: 8 pg

(TBA) Hollow Purple: Gojo Signature. +50 hit. Gojo must have Red and Blue unlocked and active to use this ability. Gojo will take a turn to charge, removing his blindfold. After doing this, he may move and unleash a 3 wide beam in a straight or diagonal direction. This beam will travel across the entire map. This beam will always harm allies, regardless of the amount of boosting items. This beam is dark/psychic/energy… but it ignores all resistances and consuming abilities. In reality it is a form of anti matter and should not physically exist. This attack boasts 1000 base might and may trigger “Disintegrating Touch”and will add 20% to the activation rate of that ability. If this attack kills foes, it will erase their bodies. This may cause them to lose items, but it will also make them impossible to loot. All foes must calculate dodge and counter individually. This attack may be used once per battle. Costs: 10 pg

(TBA) Limitless Infinity: Gojo Signature. This character may alter the space between itself and a foe, making the foe miss even if it looks like they should be landing a direct hit. This ability may be used while taking the hit, unlike most dodge chances, meaning Gojo may take the hit and calculate his dodge using his full avoid. At the start of each turn, Gojo will refresh his holding of 100 units of Infinity. He may add these units directly to his avoid during any individual dodge on his turn and during the enemy phase. He may also add these to the avoid of any adjacent characters. This is technically a barrier that is allowing this avoid to be added, and as such attack types that ignore barriers will not allow this avoid to be added, and should a powerful enough wear attack strike Gojo directly, the barrier could be shattered until the start of his next turn. Costs: 4 pg

(TBA) Limitless Infinity (II): Gojo Signature. This character may alter the space between itself and a foe, making the foe miss even if it looks like they should be landing a direct hit. This ability may be used while taking the hit, unlike most dodge chances, meaning Gojo may take the hit and calculate his dodge using his full avoid. At the start of each turn, Gojo will refresh his holding of 100 (200) units of Infinity. He may add these units directly to his avoid during any individual dodge on his turn and during the enemy phase. He may also add these to the avoid of any adjacent characters. This is technically a barrier that is allowing this avoid to be added, and as such attack types that ignore barriers will not allow this avoid to be added, and should a powerful enough wear attack strike Gojo directly, the barrier could be shattered until the start of his next turn. Costs: 8 pg

(TBA) Gojo's Domain Expansion: Gojo must take a turn to charge. After doing this he may move forward and unleash his domain. This will be an area that will encompass all spaces within five range of Gojo. In this domain, all Gojo's attacks are treated as though they have perfect accuracy (+40 hit against Extreme Evasion I). Escaping the domain can be accomplished by teleporting characters or characters who can easily alter dimensions. This domain will last for three turns after being created. In this domain, all characters (including allies who are not adjacent to Gojo) will lose a huge amount of skill at the start of their turn as infinity is poured into their mind.
Basic Animals: -80 skill, -4 move
Basic Humans: -40 skill, -2 move
Humans who have endured Infininity or Beings with extremely fast minds: -10 skill, -1 move
Beings with nigh omniscience or vast understanding: -0 skill.
If Gojo has Panic, this Domain can trigger panic. The panic %build per turn will equal the amount of skill the character suffers as debuff. 
Characters outside the domain may break into it. Doing so requires dealing damage equal to Gojo's HP. This will break a hole into the domain. The domain will have the same defense as this character. Breaking out from inside requires dealing 4x this character's HP to the wall of the domain. 
If a domain pulls in a foe (not an ally) with an incredibly deadly soul, that character may recieve massive and deadly stat buffs in a Domain (up to Triple Damage and +40 speed and skill). This includes characters who have soul consuming abilities, as well as beings such as Homonculi. This ability may be used once per battle. Costs: 9 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

(TBA) Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg

(TBA) Instant Transmission: This character may teleport to any portal or character that they have previously visited. This ability takes 6 turns to recharge, and it takes a full turn of charging to accomplish. The character may not attack directly after warping. If the character is struck on the turn it is charging up to teleport, the ability will fail. If this character is warping to a foe on the same map, they may attack after warping, but they cannnot activate their abilities. Costs: 5 pg

(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg

(TBA) Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 10 pg

(TBA) Worthy Professor: This unit has a knack for learning skills that are usually locked behind other class restrictions. It may also teach these skills to others, regardless of whether or not this unit has those skills equipped or not. Costs: 3 pg

(TBA) Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

(TBA) Disintegrating Touch: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's 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) 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) Panic: An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% of their HP and recive -30 skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 5 pg (only functions in Domain)

Character Type: Worldbreaker, Martial, Destructive, Speed

Weakness: Weak to dark damage. Due to his immense strength and confidence, Gojo resists most emotion based statuses.

Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 150
Skill: 150
Move: 11

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