Monday, October 4, 2021

Joshua Graham






The Malpais Legate: Level 76


Move: 7 (9) (11)



Items: 
A Light Shining in Darkness+++ (Sealed): +20 Speed. 1-3 (6) range. A unique .45 Auto pistol with a shortened barrel. It features a custom skeletonized hammer and trigger and a snake-skin grip, etched with "And the light shineth in darkness and the darkness comprehended it not." This firearm increases base “Critical Odds” activation chance by 20% and will triple the damage of Critical Hits (if used with “Way of the Canaanite”). Base 1,000 (3,000) Bullet-type damage.
>Sniping Weapon Seal: +35 Skill w/ Marksman weapons
>Honed Weapon Seal: +40 Hit when initiating

40-Quicksilver Bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the Hunter's Dream in exchange for gold and blood.

Mark ML-13 Ironman Armor: +10 Speed/Skill. This suit offers immunity to Fire and resistance to Explosion, Dark, and Psychic-type damage and defends against Magic and Psychic. This suit also grants resistance to Radiation and the Radiation status. The suit is also extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. This suit will reduce all damage by 10%. This suit does not grant flying-type movement, but comes equipped with anti-threat adaptive programming. This will reduce the total damage dealt by enemies by 20%. The suit can be disabled by EMP-type attacks, but will reboot fairly quickly (usually within 2-4 turns). This suit comes with an on-board medical regulator. This will prevent Graham from suffering from his immolation. 

Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the Skill of the character using it by +40.

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20% (30%). A character may only carry one of these items.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.

Ancestor’s Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by +10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Ancestor's Torch: This item boosts the damage of Critical Hits, Backstabs, and Ambushes by 50%. It also reduced the damage of these abilities vs the holder by 10%. Holding this item increases panic build by 5%. This item is easily lost or stolen. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.

Assassin's Cerulean Dagger Ring: Performing Critical Hits, Backstabs, Parry-Reposts, or Ambushes will reduce an active cool-down by 1. This ring is easily lost or stolen.

Assassin's Crimson Dagger Ring: Performing Critical Hits, Backstabs, Parry-Reposts, or Ambushes wil heal this character 40% of their total HP. This ring is easily lost or stolen.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

Cruel Hunter’s Ring: This ring grants the ability "Merciless Hunter" for free. This item is easily lost or stolen.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 15%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.

Grit Rusted Ring: This ring grants the ability Grit for free. If the character unlocks the ability by paying levels, this ring will cause the ability to reduce enemy damage by 50% rather than 40%. This item is easily lost or 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.

High Jump Ring: This ring grants access to the ability High Jump for free. This item is easily lost or stolen.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

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. 

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce-type damage.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage. 

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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

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.

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. 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. 

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

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.

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.

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.  

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (5%) of their HP at the start of each turn. This item is easily lost or stolen.

Flash Bomb: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's Skill by -5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

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.

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.

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.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by -20. It will reduce the activation rate of statuses by -50. This item is practically impossible to steal and is impossible to drop. 

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.

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.

Pure Stone

Bullet Plate + Gold Casing


Abilities: 
We Can’t Expect God to Do All of the Work: Signature. This character is on a mission to purge the world of the vile filth that has settled upon it. Foes cannot use Miracle, Divine Protection, Renewal, Pray or Rend Heaven if Joshua Graham is on the map and opposes them; however, foes who are truly pure of heart may still use these abilities, but they may never trigger them in an engagement with Joshua. Costs: 5 pg

The Way of the Canaanite: Joshua Graham Signature Ability. This unit, if using a pistol, will double their chances of activating “Critical Odds”, as well as dealing an extra 50% of damage; however, all attacks will deal 50% damage unless it triggers “Critical Odds” or “Critical Hit”, even if using a pistol. Costs: 5 pg

Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering (except other critical hits). This ability causes every attack to have a 10% (30%) (46%) (66%) (132%) chance to deal 3x damage. Costs: 5 pg 

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Sniper Shot (III): This character's ranged attacks add +3 to their total range. Costs: 8 pg

Skilled Shot (III): This skill has a 75% (95%) chance to activate. It will add 9x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This damage is improved by damage multipliers and boosts (x66; x1337 crit). Costs: 16 pg

Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it the that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much. However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either double the damage of this unit, or reducing it to zero. This ability is always active, even when other activatable abilities are used. Costs: 5 pg

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 -10 skill.
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

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% (50%) less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg

Firearm Mastery: This unit has mastered the Fire Arms. 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

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. 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

Steady Gunner: Rather than dual-wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: GM in Marksman. 

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 (Ring)

Merciless Hunter: This character shoots down foes from far outside their reach. If this character attacks a foe and the foe cannot counter attack due to range, this ability will buff the damage of the attack(s) by 20%. Costs: 2 pg (Ring)

(TBA) Charred Flesh. This character's flesh is deeply charred, making them immune to pain statuses, as well as granting resistance to pierce, blade, and bullet type damage. This will also prevent this character from taking autodamage from using too many flame-boosting items. Costs: 7 pg

(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg. 

(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg

(TBA) Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Rapid Fire Arm Switch: This character may choose to switch the fire arm they have equipped even during the enemy phase. They may only do this once, but they may pick their weapon as soon as the enemy attacks them. They do not have to specify their pick. Costs: 2 pg

(TBA) Strategist (II): This unit may choose two first level abilities or one second level ability held by an enemy unit within 10 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

(TBA) Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg


Character Type: Marksman, Sniper

[Resists: Sonic, Explosion, Energy, Critical Hits, Parry-Riposte, Backstab, Perfect Strike,
Neutral: Radiation]

Weakness: Weak to Taunt. Extreme weakness to radiation. Resist Fire and Poison, as well as Burn and Poison status. Resist Fear. Healing is 50% effective. This character is grievously scarred from immolation and is incurable. At the start of each turn they will lose 10% of their HP. This cannot kill the character, but it can bring them to 1HP.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 128
Skill: 190
Move: 6 

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