HP: 624,000 (1,872,000) (4,492,800) (7,188,480 Heart and Soul) (11,501,568) (12,651,725)
Attack: 18,400
1 OMEGA Martial: 2000
1 OMEGA Air: 2000
1 OMEGA Bite: 2000
1 OMEGA Claw: 2000
Demonic Forged Claws: 600 (19,000) (21,000) (42,000) (126,000) (378,000)
Demonic Forged Fangs: 600 (19,000) (21,000) (42,000) (126,000) (378,000) (756,000)
Demonic Forged Fists: 600 (19,000) (21,000) (33,600) (67,200) (201,600) (604,800) (1,209,600)
Enhanced Demon Flesh Mapel Leaf: 400 (18,800) (20,800) (22,800) (193,800) (387,600) (1,162,800) (3,488,400) (6,976,800)
Defense: 18,200 (36,400)
1 OMEGA Armor: 2000
Relaxed Demon Robes: 1000 (37,400) (39,400) (78,800) (118,200)
1 OMEGA Shield: 1000
Rayquazascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (110,800)
Rayquazascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (182,200)
Airscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (250,880)
Airscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (319,560) (639,120) (958,680)
Speed: 305 (320) (340) (350) (+25 avoid)
Skill: 305 (320) (+30 hit)
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 dopped 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.
Enhanced Demon Flesh Maple Leaf++: +10 (20) speed. This weapon may be used in tandem with a martial attack when using "Rapid Fist". It will remove Rapid Fist debuffs. The base might of the weapon has been increased to 200 (400). The enhanced form of this weapon may double the distance of "Blast Back" if the character chooses. This weapon may be boosted by inhuman strength, weaponized body, and proficiency.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
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 Fists++: 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. These fists remove Rapid Fists' debuffs.
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.
Relaxed Demon Robes: Robes made for Karaku. This armor increases the duration of Calm Mind indefinitely, and they prevent calm mind from being broken. No other armor may be worn with these robes. Grants immunity to light and extreme resistance to blade and pierce. These robes grant the ability "High Jump" for free. Base: 1000 defense.
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.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
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
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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Vile Air: All Air attacks by this character will harm allies and foes alike. All Air Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
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.
2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each.
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).
4-Poms of Power (Air)
16-Air Gems+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. This ability may not be removed by strategist. Most basic items are shared by the manifested emotions but can only be stolen from the main body. Costs: 20 pg
Demon Flesh Maple Leaves: This odd weapon counts as Martial. This weapon may be boosted by Inhuman Strength, Weaponized Body, and Proficiency. However, it will only be able to strike once. This weapon deals no wear to armor or shields. It may be improved by forging and will regrow if destroyed. However, it is very frail. 1-2 range. 100 base Air/Martial type damage. Costs: 4 pg
Air Pressure Crush: Karaku signature. Instead of attacking normally, Karaku may target a foe three spaces away from him. All characters, whether allies or foes, within two range of that character, will be flattened to the ground. This is not an attack. It cannot be dodged or countered. This will cause flying foes to take fall damage. All foes caught in this attack will immediately lose 10% of their total HP from crush damage, and lose 3 movement and be incapable of flying or high jumping for the next turn. 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. 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
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%). This ability may only be used 5 (no limit) times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
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
Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 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
Calm Refresh: If this character has activated Calm Mind, they will refresh two barriers/shields at the start of each turn. Costs: 3 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
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 Claw Skill
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
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 charcter is immune to taunt but weak to sleep statuses. This character is immune to absorb type damage. This character does not take auto damage.
Caps:
HP: Low
Attack: 500
Defense: 300
Speed: 135
Skill: 135
Move: 10
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