Tuesday, October 19, 2021

Inosuke






Inosuke: Level 64
HP: 168,000 (336,000)
Attack: 2,100
2GM Sword: 400 (800)
Notched Nichirin Blades: 1500 (3,600) (4,400) (8,800) (17,600) (52,800) (248,160) (x1.15 in light)
Defense: 2,100
5M Armor: 80
Rough mountain pants: 300 (2,400) (2,480)
Warm Fur Wrap: 150 (2,630)
Speed: 210 (230) (+10 in light) (+10 avoid in light)
Skill: 190 (+5)
Move: 7


Items:

Live Great Serpent Viscera

Mountain Boar Head: A mask that is special to Inosuke. It makes it tricky to track his gaze and protects him from blinding statuses or statuses generated by looking a foe in the eye. This item also doubles the "Beast Sense" buff.

2-Notched Nichirin Blades (+11 of 10): +10 speed. These blades boast 1,000 (1500) blade/saw type might. These blade cause no debuff from dual wield. They also deal double damage to demons. However, they are relatively fragile due to their damaged edges. In their final state, these blades boast 30% (50%) bleed chances on all strikes. When in Ferocity, the bleed chances of these weapons along with their speed boosts will be doubled.

Bloody Slash Seal: May be placed on a Weapon. This will allow the weapon to grant access to the ability "Bloody Slash". May only be used on medium swords and katanas, never ultra greatswords.

Rough mountain pants: These pants are designed for harsh climates. As such they offer extreme resistance to earth and energy-type damage. They are very sturdy and resist wear. Base: 300 defense. 

Warm Fur Wrap: A warm fur wrapping. Grants resistance to freezing and cold debuffs. This also grants extreme resistance to ice and air-type damage. Base: 150 defense.

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.

Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build. 

10-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.

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%.

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.

Pure Stone

Razor Stone+Razor Plate

Abilities:

Beast Breathing:  This character may use many different forms of sword techniques via his unique Beast Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. 
1st Fang-Pierce: (Activated, Dual Wield). This character may choose to only strike once with his two blades. This attack will ignore defense. This ability may be used once every three turns.
2nd Fang-Slash: (Not activated, Dual Wield). This character may double the number of times they strike. This will remove triggering items and abilities that function similar to Rain Breakers. However, these cuts will deal only 50% of the normal damage. This ability can be used every other turn.
3rd Fang-Devour: (Activated, Dual Wield). This character may heal 50% of the damage he deals during this form. This ability may be used every other turn.
4th Fang-Slice 'n' Dice: (Activated, Dual Wield). This character launches a vicious attack that slices through foes with brutal force. This attack will double the number of times this character strikes the foe, and the wear of the attacks will be dractically increased. This ability may be used once every four turns.
5th Fang-Crazy Cutting: (Activated, Dual Wield) This character slices wildly in all directions. This will allow the character to individually attack three separate foes who are within 2 range of him when he starts this attack. He must be able to move up next to the foe. Each foe will counter individually. This ability may be used once three turns.
6th Fang-Palisade Bite: (Activated, Dual Wield). This character will strike all adjacent squares. This cutting attack slices through flesh and boasts a 30% (50%) chance to cause the foes to bleed. This ability may be used every other turn.
7th Fang-Spacial Awareness: (Activated) This character may choose to use this ability rather than attacking. Doing so will reveal all concealed and invisible foes within 15 range of him when the ability is activated. This will also allow this character to strike phased/intangible foes for the next three turns. However, on the turn this ability is used, this character will suffer -50 avoid.
8th Fang-Explosive Rush: (Not Activated, Dual Wield). This character may add 3 to his movement if he attacks a foe at the end of his movement. This ability may be used once every other turn.
9th Fang-Extending Bendy Slash: (Not activated, Dual Wield). This character may add +1 to his range, but the attacks are still considered melee/adjacent, not ranged. This ability may be used once every other turn.
10 Fang-Whirling Fangs: (Activated, Dual Wield). This character whirls his twin blades incredibly fast. This will deflect enemy attacks. This will cause ranged attacks to deal 75% less damage, and adjacent attacks to deal 25% less. This ability may be used once every three turns. This may only be used when the foe initiates the attack. 
Costs: 17 pg

Boar Rush: Signature ability. This character may move through a foe once per foe per movement phase of his turn. This will trample over the foe, and if the foe is small or very small this will give the foe 10% of this character's current HP as indirect damage. This will not count as an action for this turn, and it will not be countered. However, moving through the foe costs 2 movement points. Costs: 4 pg

Demonslayer: This character deals 30% more damage to Demon-type foes. Costs: 2 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

Beast 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 15% (30%) to any dodge, hit, or skill activation chance once every two turns. Costs: 3 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

Battle Lust: This character longs for nothing more than to overcome the mighiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (3.35x) (4,7x) Costs: 4 pg

Sword Mastery: This unit has mastered the Sword. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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.

(TBA) Pouring Wounds: Bloodborne ability. 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 40% (60%) of the time. This ability only activates on physical attacks. Costs: 3 pg

(TBA) Ferocity: Beast-only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. 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 -15 Hit.
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) Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

(TBA) Vantage: If this character has less than 50% of their max HP, they will counterattack 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

(TBA) Bloody Slash: This ability may be used once per turn. It will only strike once. +30 skill. This attack will immediately cause the user to lose 5% of their max HP and gives them a bleeding status. However, it will add 20% of their max HP to the weapon strike and add blood damage to the attack. It will also increase the range of the attack by 1. This attack has a 40% chance to cause the enemy to flinch. Costs: 5 pg

(TBA) Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg

(TBA) Reckless attacker: If this unit has less than a 50% chance to strike its foe, they will multiply their total attack damage x 3. Costs: 4 pg

(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill 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 below the half line. Costs: 3 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 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

(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg

(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

Character Type: Melee, Speed, Destructive, Beast

Weakness: Mild Weakness to air and ice. Mild weakness to any "choke" type attack. Extremely resists bite, claw, wing, and tail type damage. Takes half damage and debuffs from poison statuses.

Caps:
HP: Small
Attack: 500
Defense: 500
Speed: 140
Skill: 120
Move: 7

No comments:

Post a Comment