Upper Four: Level 81
HP: 600,000 (1,200,000 Draught of Life+1UP) (2,400,000 Mako Cells) (3,600,000 Heart and Soul) (3,960,000 DoT)
Attack: 12,700
5GM Poison: 1,000
5GM Dark: 1,000
2GM Scythe: 400
2GM Throw: 400
Gyutaro's Sickles: 1,000 (13,700) (14,700) (15,700) (16,100) (32,200) (136,850) (257,600) (515,200) (772,800)
Gyutaro's Sickles (Thrown): 1,000 (13,700) (14,700) (15,700) (16,100) (16,500) (33,000) (140,250) (264,000) (528,000) (1,056,000) (1,584,000)
Defense: 12,700
5GM Armor: 1,000
Elite Demon Fighting Pants: 300 (9,300) (10,300) [20,600] (30,900)
5GM Shield: 1,000
Hydrascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (43,300)
Hydrascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (76,300)
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (109,300)
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (142,300)
Poisonscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (172,900)
Poisonscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (203,500)
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (234,100)
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (264,700) [529,400] (794,100) (1,191,150 w/ "Take the Hit")
Speed: 295 (310) (320) (325) (365) (-15 PTSD)
Skill: 265 (280) (+30 hit) (-15 PTSD)
Move: 10 (11) (12) (15)
Items:
2- Gyutaro's Sickles++ (Sealed): +10 (+20) Speed. Deadly sickles formed from demonic flesh. These lethal weapons deal double damage when thrown. Like most scythes, they deal only half damage when counter attacking. These weapons do not incur "Dual Wield" debuffs. Base 500 (1,000) Blade/Dark/Poison-type damage.
2-Rushing Weapon Seal: This seal will grant +10 speed to the weapon it is affixed to.
Elite Demon Fighting Pants: +10 Speed. This set of "armor" may not be warn with anything else. However, these pants allow for excellent offense but also speedy defense. When using this armor and taking the hit, this character will increase their total defense by 50%. These pants also grant immunity to sonic and light damage. Base: 300 defense.
4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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.
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
10- Heart Container: +10% HP, up to x2
Upper Rank Four Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
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.
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.
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 45%.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item-related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.
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).
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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 characters 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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect 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.
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.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
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.
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.
(TBA) 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
Vile Shadow
Razor Stone + Plate
24- Poison Bloom+Poison Plate
24- Night Sapphires+Dark Plate
Ancalagonscale, Hydrascale Pendants
Darkscale, Poisonscale Pendants
Boots, Heavy Boots
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Abilities:
Demon Blood Art-Blood Sickles (III+Needled): Gyutaro may empower his sickles with deadly poisonous blood. This will allow him to hurl his sickles at foes, adding his throw skill damage, as well as to retrieve them by pulling them back with his blood, and then hurl them again. This does not require him to have the ability "weapon throw". As such, even holding two scythes, he may strike a foe with the thrown weapons up to four (eight) times. What makes matters worse is that the sickles swerve and strike behind shields and barriers, regardless of items and abilities that might normally defend against this. The toxic blood from Gyutaro will cause foes to suffer -10 (-20) speed(/skill and -2 movement) if they are poisoned. The poison itself boasts a staggering 500 (1500) (2500) (18,750) (37,500) (56,250) (112,500) (337,500) base might and is boosted by dark and poison. This poison has a 30% (50%) (100%) (130%) (180%) (230%) chance to trigger on every strike. If Gyutaro is bleeding, he will add 5%, 10%, or 20% of his total life as blood damage to his weapon attacks depending on if he is bleeding, severe bleeding, or lethal bleeding. At second tier, Gyutaro may unleash Rampant Arc Rampage. This will strike all tiles within three range once (twice if dual weilding) with his scythe damage. This will not strike an ally if he is carrying them on his back. At third tier, this ability will allow Gyutaro to cling to life as long as all the damage he has currently taken is the result of bleeding statuses. At third tier, this ability will cause this character to always keep its scythe's dark augmented as long as he is bleeding. In the needled state, Rampant Arc Rampage gains +50 hit alongside becoming a true AoE and being impossible to dodge. Gyutaro may also choose to unleash one final Rampant Arc Rampage as soon as he falls in battle. Costs: 20 pg
Third Eye: Signature ability. Gyutaro may use Daki's current skill (including analyze boosts) rather than his own as long as she is alive on the battlefield. Costs: 3 pg
Defensive Sibling (II): This character is highly protective of their sibling, allowing her to enter a battle with extreme determination. This will boost the attack of this character by 100% (200%) when she is within two spaces of her sibling. It will also boost her total defense by 50% (100%). Costs: 10 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. This ability may be used once (twice) per battle. 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
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% to any dodge, hit, or a 15% to any skill activation chance once every three turns (every other turn). Costs: 4 pg
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 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
Carry The Small: This character may cary 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 in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
Hideous Envy: this character is consumed by envy. As such they will strive to destroy those that have what they do not. If this character is engaging a foe who is receiving ally boosts, the character will mirror those boosts. If the foe has inspiration, this character will gain the attack and speed boosts when attacking that foe. If the foe has serene Aura or Seductive aura, those abilities’ debuffs will be inverted against this character. However, this character must target the character within their movement and attack range who is the most envious (has the most boosts and abilities such as inspiration). Costs: 7 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
Dark Weapon: This character may take a turn to augment its weapon. This will give the weapon dark type damage and grant it the dark-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Poisonous Proficiency: If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 100%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 3 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 (1005) (7,035) (10,553) (21,106) (63,318) damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. Costs: 5 pg
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee or marksman level.
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
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 Hundreds: 10% HP buff after feeding on thousands of lives. Costs: 300 devourings.
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 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) Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg
(TBA) Whip Breaker: This unit gains +50 skill and avoid against whips, tails, and chained weapons. Costs: 4 pg
Character Type: Demon, Melee, Status
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 light and sonic 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). This character is completely immune to poison and the poison status.This character extremely resists body-type damage. Resists blood damage. Extremely resists pain. Due to his abusive nature, Gyutaro may only recieve ally buffs from his sister, Daki. Unless Daki and Gyutaro die within three turns of each other, neither unit will level down, but they will fall in battle.
Caps:
HP: Small
Attack: 800
Defense: 100
Speed: 140
Skill: 110
Move: 9
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