Anger: Level 84
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 Staff: 2000
1 OMEGA Energy: 2000
1 OMEGA Bite: 2000
1 OMEGA Claw: 2000
Demonic Forged Claws: 600 (19,000) (21,000) (42,000)
Demonic Forged Fangs: 600 (19,000) (21,000) (42,000) (84,000)
Khakkhara: 1200 (19,600) (21,600) (23,600) (200,600) (224,200) (448,400) (1,345,200)
Defense: 18,200 (36,400)
1 OMEGA Armor: 2000
Furious Demon Robes: 1000 (37,400) (39,400) (78,800) (118,200)
1 OMEGA Shield: 1000
Godzillascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (110,800)
Godzillascale Pendant: 100 (2100) (17,850) (35,700) (71,400) (182,200)
Energyscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (250,880)
Energyscale Pendant: 20 (2020) (17,170) (34,340) (68,680) (319,560) (639,120) (958,680)
Staff Shield: 1,345,200 (2,690,400) (3,009,960) (6,019,920) (9,029,880)
Speed: 305 (320) (340) (-5) (-10) (-15) (+25 avoid)
Skill: 305 (320) (+30 hit) (-5) (-10) (-15)
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 Khakkhara++: +10 (20) speed. The base might of the weapon has been increased to 600 (1200). The flinch chance is now 30% (50%) on attacks and 40% (60%) on the pin. This weapon heals if broken.
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 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.
Furious Demon Robes: Robes made for Sekido. This armor increases the duration of Berserk indefinitely. 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.
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.
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.
Furious Mark++++: A wax seal placed to hold down the furious heart of a character. This will triple (4x) (5x) (6x) (7x) 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. Furious marks can be forged together to stack. A character may add one + per 20 pg levels via forging two marks together.
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.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Energy Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.
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.
4-Poms of Power (Energy)
Heavy Stone+Bludgeon Plate
Jaw Stone+Plate
Claw Stone+Plate
16-Energy 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 Khakkhara: Signature ability. This long, thin staff generates powerful lightning. This staff deals bludgeon/lightning damage, but may be boosted by proficiency. This weapon will not break proficiency. This weapon has a 20% (40%) chance to cause enemies to flinch from the painful electric current. Base 300 might. This weapon may be improved by forging. If broken, this staff may heal itself. Costs: 4 pg
Khakkhara Pin: If Sekido chooses, he may try and pin an enemy in place with this weapon. This will cause the attack to only strike once. However, if the attack lands, the staff will stab through any foe who is the same size class or smaller, pinning them to the ground. This will reduce the evasion of the enemy to 0. Sekido may leave the staff in place and freely move. The enemy may attack Sekido or other nearby characters, but they will not be able to move out of the space they have been pinned down on. This move may pin an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker. While pinned, the staff will still create lightning. This lightning has a 30% chance to cause the foe to flinch and miss their turn. This lightning will pass through the ground and may also cause any foes within three range of the pinned character to flinch. Sekido may only pin one unit at a time, but he can immediately free a pinned foe in order to pin a new one. Costs: 7 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 (whole battle) 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
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% (60%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Backstab (II): This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2x (3x) damage and prevent the enemy from counter-attacking if it lands. This attack strikes behind shields and barriers. After landing this attack, the character will slam the foe face-first into the ground if they are the same size class or smaller. This will leave the foe without barriers for the next attack during this phase. Costs: 10 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
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
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 (600).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (360).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (240).
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
Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 skill and double in total might. Costs: 4 pg
Devourer of Hundreds: 10% HP buff after feeding on thousands of lives. Costs: 300 devourings.
Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff
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 taunt. This character is immune to absorb type damage. This character takes no autodamage.
Caps:
HP: Low
Attack: 500
Defense: 300
Speed: 135
Skill: 135
Move: 10
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