Sukuna Vessel: 67
HP: 210,000 (420,000 1UP+Draught of Life) (840,000)
Attack: 2800
1GM Martial: 200
1GM Dark: 200
1GM Psychic: 200
Martial Attack: 2800 (3400) (3600)
Demonic Cursed Fists-Curse Martial: 600 (3400) (3600) (3800) (4000) (32,000) (60,000) (102,000) (204,000)
Defense: 2800
5M Armor: 80
Blazing Firegold Underarmor: 300 (3100) (3,180)
Hellish Stealth Hoodie: 200 (3,380)
Elite Storm Shields: 300 (3,680)
GM Shield: 200
Ancalagonscale Pendant: 100 (300) (2400) (4800) (8,480)
Ancalagonscale Pendant: 100 (300) (2400) (4800) (13,280)
Mergo's Feather Pendant: 100 (300) (2100) (4200) (17,480)
Mergo's Feather Pendant: 100 (300) (2100) (4200) (21,680)
Darkscale Pendant: 20 (220) (1760) (3520) (25,200)
Darkscale Pendant: 20 (220) (1760) (3520) (28,720)
Psychicscale Pendant: 20 (220) (1540) (3080) (31,800)
Psychicscale Pendant: 20 (220) (1540) (3080) (34,880)
Speed: 225 (230) (244) (254) (+25 avoid) (+30 avoid +70 at range)
Skill: 225
Move: 8
Items:
4-Mako Energy Cells
7-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 (+14 speed and +%70 damage).
Demonic Forged Cursed Fists: These fists are forged into the body of Yuji. +5 speed. These fists deal moderate wear, making the user able to more quickly tear through shields. Base 300 (600) might.
Blazing Firegold Underarmor: This underarmor grants immunity to fire and extreme resistance to explosion. This armor grants 300 defense.
Hellish Stealth Hoodie: +30 avoid. A tailored hood with a bright red hood. Made particularly for Yuji, this hood projects a fearsome looking red aura around him if foes are at a distance. This grants an additional +40 avoid if foes are attacking from 2 or more range. This hoodie grants immunity to dark and resistance to psychic. base 200 defense. Unfortunately, the hoodie is rather fragile, and one of the wearers has a habit of ripping it off.
Elite Storm Shields: These shields work more like a cloak, offering defense as a form of armor. These shields offer resistance to energy, air, water, and ice. Base 300 defense.
Mergo's Wet Nurse Feather Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the psychic skill and item boosts of the character.
Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen.
Ancalagonscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the dark skill and item boosts of the character.
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
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%.
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.
Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks.
28- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
12- Twisted Spoon: Boosts any unit's psychic type damage by 50%.
Devilish Destruction Charm
Abilities:
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
Sukuna Unleashed: Signature ability. Yuji may allow Sukuna to take control of his body for one turn. This will increase his damage and defense by 200% (improved by Fingers) and his speed and skill by 40 (improved by fingers). It will also increase his movement by 4. It will allow Sukuna to change his martial damage into claw damage should he choose. Sukuna will have access to the abilities "Heart Grabber", "Demonic Healing", "Demon Sense", and "Berserk" regardless of whether Yuji current has those abilities. Unless unleashed, Sukuna will reside in Yuji's mindscape/soul. Any abilities that touch these areas will either fail or damage the user to attempting them. Entering Yuji's mindscape will allow a character to interact with Sukuna directly, though this is very dangerous. Sukuna is a malevolent being and will use the turn he is unleashed as he sees fit. At the start of the next turn, Yuji may choose to suppress him, returning his stats to normal. However, he may continue to unleash Sukuna or may unleash him again for any number of single turns per battle. This abilitiy cannot be removed by strategist. Costs: 5 pg
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
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
Black Flash: This ability may only trigger on normal attacks. This ability will have a 10% (30%) 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% (70%) rather than a 10% to trigger the double damage strikes. Costs: 5 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
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
Quick-Study: This character will earn double skill points from battles. Costs: 1 pg
Chase Down (II): If a foe moves away from this unit, this unit will gain +30 skill against that foe on its next turn as well as a 50% damage boost. 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 battlefiled. 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 actiavted 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
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
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. 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
Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four turns. Costs: 5 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
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
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
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
Sukuna----------------
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
Heart Grabber: -10 hit. This ability may be used once every three turns. This attack only strikes once. This character approaches a foe whose heart is within arm's length from the surface of their chest. It then stabs it's hand straight in and cuts the heart deeply. This has an 80% chance to give the severe bleeding status. This attack will completely ignore defense and block. The base might of the attack will be x 3 the martial or claw attack of this character. This attack cannot be counter-attacked. Costs: 5 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. Costs: 5 pg
Domain Expansion-Malevolent Shrine: Sukuna 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 ten range of Sukuna. This domain will last for 3 turns. In this domain, all Sukuna's attacks are treated as though they have perfect accuracy (+40 hit against Extreme Evasion I). This domain will cause the Dismantel attacks of Sukuna to be launched at all characters standing in the domain, whether friend or foe. These attacks will strike one additional time for every 5 speed or 5 skill that Sukuna has higher than the foe. These attacks are calculated as if they are adjacent, not ranged. There is no maximum number of times these cutting attacks may strike, and this domain ignores abilities like Wary Fighter and items like Rain Breakers. Unlike other domains, this domain does not prevent foes from entering or leaving. 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
Curse Technique-Dismantel and Cleave: Sukuna may change his cursed martial attacks into pure blade damage. This damage will completely ignore phased foes. This attack is still only one ranged. Dismantle attacks are the normal technique, striking as many times as the martial attacks would. These attacks have a 20% (40%) chance to induce bleeding. Cleave attacks will only strike once, but they will deal 50% more damage and completely ignore defense, take the hit, and life saving abilities. Costs: 6 pg
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(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 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) Brutal Beat Down: 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 battlefiled. 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 actiavted 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. 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) 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) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg
(TBA) 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
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
(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
(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) 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 percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg
(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) 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
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) 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 bellow the half line. Costs: 3 pg
(TBA) 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
Character Type: Martial, Demon, Puppet, Possessor
Weakness: Weak to dark damage. Resists fear and pain. Once per battle/day, Sukuna may take one turn with this character.
Resistances:
Fear, Pain, Fire immunity, extreme Explosion, Dark immunity*, Psychic*, Energy, Air, Water, Ice
Caps:
HP: Small
Attack: 600
Defense: 600
Speed: 140
Skill: 140
Move: 8
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