Monday, June 28, 2021

Hantengu






Upper Rank Six: Level 84
HP: 1,092,000 (3,276,000) (7,862,400) (12,579,840 Heart and Soul) (20,127,744) (22,140,518)
Attack: 18,000
1 OMEGA Claw: 2000
1 OMEGA Bite: 2000
Bite Attacks: 600 (18,600) (20,600) (41,200) (61,800) (123,600)
Claw Attacks: 600 (18,600) (20,600) (41,200)
Defense: 19,000 (36,000) (108,000)
1 OMEGA Armor: 2000
Cowardly Demon Robes: 1000 (109,000) (111,000) (222,000) (444,000) (666,000) (1,998,000)
1 OMEGA Shield: 2000
Wooden Shield: 6000 (8000) (16,000) (127,000) (254,000) (508,000) (762,000) (2,286,000)
Speed: 305 (320) (+25 avoid) (+20 avoid steady stance)
Skill: 305 (320) (+30 hit) (+20 skill steady stance)
Move: 11 (12) (14)


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.

10-Heart Containers

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.

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

4-Mako Energy Cells

Upper Rank Six 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.

Demonic Forged Claws++: These claws are lightweight and forged into the bodies of undead creatures of the night. They boast 600 base might and are practically impossible to steal. 

Demonic Forged Fangs++: These fangs are forged into the jaws of undead creatures of the night. They boast 600 base might and are practically impossible to steal.

Cowardly Demon Robes: Robes made for Hantengu. While an upper moon, Hantengu is a lowly coward. This armor grants his high jump, causes him to ignore terrains and be able to pass through foes, and doubles the impact of "Cowardly Fighter". No other armor may be warn with these robes. Grants immunity to light and extreme resistance to blade and pierce. Base: 1000 defense.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

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

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.

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.

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

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

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. 

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.

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.

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.

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

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. 

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. 

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.

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.

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.

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.

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%.

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. 

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.

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

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.

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. 

Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or intangibility.

Jaw Stone+Jaw Plate

Claw Stone+Plate

Boots

Abilities:

Blood Demon Art-Emotion Manifestation: Hantengu may split into four emotions. He may choose to split into two on his turn, or may split into two upon dying. If one of those two versions of himself are killed, they will split again. Four total versions of Hantengu may be on the map at once. Each version has different abilities and attack types. If all four copies are on the map simultaneously, Hantengu may choose to combine them all into one, much more powerful, form. This form will also use different abilities. These forms will be given separate pages and designated abilities. All of these forms, however, are a ruse. His real body must be hidden somewhere on the map. He may hide his body in a massive knot of wood. This Knot will have 5x his HP and will have his speed, making it to where enemies must be fast in order to break through it. Hantengu will technically be considered not on the map when within this knot. This knot also grants a powerful wooden shield. This shield grants 3000 defense. At GM, this shield grants 6000 defense. This ability may not be removed by strategist. Costs: 40 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. Costs: 4 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

Cowardly Fighter: This character may double (4x) their movement if they are moving away from a foe who has struck them. However, they may not attack on the turn they do this, though they may activate other abilities. Cost: 2 pg

Defiant Movement: If this unit has less than half-life, it will add +2 to its movement. This ability triggers as soon as the HP drops below the half line. This ability does not impact Sprinting Rings. Costs: 3 pg

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

Minimize: This character may reduce its size class. This will make them smaller and thus more susceptible to certain abilities such as tackles. However, doing this will add +40 to the avoid of the character. Costs: 5 pg

Avoid Conflict (II): If this character is attacked but does not counter-attack, it will boost its evasion by 15 (+30) on the next turn. This can stack, maxing at 90+ (+140) avoid. This ability will be lost as soon as this character attacks. Costs: 4 pg

Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Costs 10 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 Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. Costs 1 pg (Skull)

Devourer of Hundreds: 10% HP buff after feeding on thousands of lives. Costs: 300 devourings.

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

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

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

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)


Character Type: Demon

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 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 weak to fear abilities. This character is immune to absorb type damage. Survival abilities fail against sunlight damage.

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