Traditional Ninja: Level 41
HP: 23,760 (30,888 Seraph Robe)
Attack: 82
5M Knife: 80
5M Dark: 80
5M Poison: 80
5M Throw: 80
Poison Shuriken: 100 (182) (262) (342) (1,881)
Poison Shuriken: 100 (182) (262) (342) (426) (2,130) (4,473) (6,710)
Poison Shuriken: 100 (182) (262) (342) (426) (2,343) (3,515)
Poison Shuriken: 100 (182) (262) (342) (426) (506) (2,530) (5,313) (7,970) (11,954)
Defense: 82
5M Armor: 80
Ninja Master Armor: 250 (332) (416)
Hydrascale Pendant: 100 (180) (990) (1,406)
Ancalagonscale Pendant: 100 (180) (900) (2,306)
Poisonscale Pendant: 20 (100) (550) (2,856)
Darkscale Pendant: 20 (100) (500) (3,356)
Speed: 119 (124) (+20 avoid) (-10 PTSD)
Skill: 131 (-10 PTSD)
Move: 6
Items:
16-Elite Poison Shuriken: +5 speed. These weapons may be used as knives in close combat. They have a base 100 blade/poison-type might. They deal 50% extra damage when thrown. This weapon will also drop the stats of any enemy it strikes. It will reduce their attack and defense by 10%, and their speed and skill by three. This stat drop lasts until the end of the enemy's turn, and it can stack. This debuff is per engagement, not per strike.
Ninja Master Armor: Armor designed more for stealth than for defense. Grants 250 defense. This armor will boost the avoid of the wearer by 20.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
8-Poison Blooms+Plate
16-Night Sapphire
5-Toxic Sedatives: Consumable. Removes PTSD fro 5 turns. -10% HP when taken.
Abilities:
Shuriken Mastery: Kagero Signature Ability. If this character is struck by a knife or shuriken type attack, they will immediately deal back 50% of the total attack might to the foe. This damage is indirect. If Kagero takes any negative statuses or debuffs from this attack, the foe will immediately recieve those debuffs and statuses as well. The foe must attempt statuses and debuffs if they have access to the abilities (Kagero may choose which to cause them to trigger). Costs: 3 pg
Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg
Dark Weapon: This character may take a turn to augment it's 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
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg
Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
Poison Strike: Every time this unit engages an enemy in combat, they will lose 5% at the end of the engagement. This will occure whether or not the character can damage the opponent. This damage cannot kill an opponent; it will always leave them with 1HP. Costs: 4 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Take the Hit (II): This ability has a 50% (75%) (95%) chance to activate. This unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 pg
Character Type: Speed, Melee, Stealth, Assassin, Guard
Weakness: Weak to Arrow Damage. Extremely resists poison, knife, and dark.
Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 145
Skill: 160
Move: 7
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