Angry Ninja: Level 60
HP: 96,000 (192,000 Seraph Robe+1UP)
Attack: 1400
5M Knife: 80
5M Dark: 80
5M Fire: 80
5M Throw: 80
Flame Shuriken: 100 (1500) (1580) (1660) (9,960) (12,450)
Flame Shuriken: 100 (1500) (1580) (1660) (1740) (10,440) (20,880) (31,320) (39,150)
Flame Shuriken: 100 (1500) (1580) (1660) (1740) (10,440) (15,660) (19,575)
Flame Shuriken: 100 (1550) (1580) (1660) (1740) (1820) (10,920) (21,840) (32,760) (49,140) (61,425)
Defense: 1400
5M Armor: 80
Ninja Master Armor: 250 (1650) (1730)
Smaugscale Pendant: 100 (180) (1,080) (2,810)
Ancalagonscale Pendant: 100 (180) (1,080) (3,890)
Flamescale Pendant: 20 (100) (600) (4,490)
Darkscale Pendant: 20 (100) (600) (5,090)
Speed: 192 (197) (-5) (+20 avoid) (-10 PTSD)
Skill: 192 (-5) (-10 PTSD)
Move: 7
Items:
2-Heart Containers
16-Elite Flame Shuriken: +5 speed. These weapons may be used as knives in close combat. They have a base 100 blade/fire-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.
4-Flame Spy Shuriken: -50 hit at 1 range. These unusual shurikens are long and thin, designed to be thrown over great distances. When used with weapon throw, these shurikens may be thrown up to 3 range. 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. These shurikens have 100 blade/fire type might.
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)
10-Fire Gems
20-Night Sapphire
5-Toxic Sedatives: Consumable. Removes PTSD fro 5 turns. -10% HP when taken.
Abilities:
Reckless Sibling (II): This sibling is reckless and aggressive, always ready to jump into a fight for the sake of their brother. If this character is within 2 spaces of their close sibling, they will boost their damage by 100% (200%). They will also boost their speed by 10 (15). Cost: 10 pg
Pyrotechnics: Saizo Signature Ability. This character will cause all characters within two range of it to lose 20% of their total HP from indirect damage if this character enters an engagement while at 50% HP or less. This will also damage this character 20% as well. Saizo may choose to not activate this ability. Costs: 2 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
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Character Type: Speed, Melee, Stealth, Assassin, Guard
Weakness: Weak to knife damage. Extremely resists fire, explosion, and dark.
Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 145
Skill: 145
Move: 7
No comments:
Post a Comment