Monday, December 27, 2021

Denji






Chainsaw Man: Level 59
HP: 168,000 (504,000 Heart Container) (1,209,600 Seeds) (1,572,480 Crystal Soul) (2,515,968 Ancient Blood) (4,025,549 Centaur Heart+Soul)
Attack: 1,650
5GM Bite: 1,000
5GM Martial: 1,000
Sawtooth Fangs: 800 (1,950) (2,950) (5,900) (8,850) (13,275) (39,825) (119,475) (238,950) (776,588) (955,800)
Martial Attacks: 1,150 (2,250) (4,500) (7,200) (10,800) (32,400) (97,200) (194,400) (631,800) (777,600)
Defense: 650 (1,300) (4,550) (13,650) (27,300) [81,900] (122,850) (399,263) (491,400) {1,474,200}
5GM Armor: 1,000
5GM Shield: 1,000
Speed: 195
Skill: 165 (175)
Move: 7 (8) (9) (11) (13) (15)


Items:
Denji's Sawtooth Fangs++: Terrible demon fangs. Base 400 (800) Might. They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite.

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.  

Poochita's Heart: The Chainsaw Man has become the heart of Denji. This heart will double the HP of Denji and will boost his damage by 50%. The HP boost stacks additively alongside a legendary Heart. However, all Devils fear the Chainsaw Man, but they also know that consuming him would cause them to grow drastically in power. If Denji falls in battle, a Devil from his Universe may take their turn to devour his heart. This will remove the heart for 1 year, level Denji down six, and level the enemy Devil up to the maximum number of levels they can obtain at their current level. A peaceful life will be hard for Denji to ever acquire. 

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

4- Erdtree Seeds: +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%. A character may only carry one of these items.

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

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to 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.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns. 

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%.

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.

Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item 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.

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%.

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. 

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

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

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.

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.

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

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood Tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune.

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.

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%.

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%.

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.

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.

2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each. 

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.

Elite Demonstone: This stone allows much better control of the demon form. It will boost the bonuses of the demon form by 50%.

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 intangilibity.

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage.

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.

Pulsing Heart: This item prevents the use of a Crystal Heart. However, it will feed a character blood at the start of every turn, healing them by 10% (20%). This counts as consuming blood and thus can be prevented by some abilities and may activate other abilities. The character must be a character who feeds on blood to use this item.

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.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Resolved Scale: Armor and Defense are not ignored by defense-ignoring abilities; Very Hard to Steal. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

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.

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.

4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).

Jaw Stone+Jaw Plate


Abilities:

Chainsaw Man (II+Needled): Signature ability. Denji must take a turn to pull a drawstring on his chest and become the Chainsaw man. Upon doing this, all his martial and biting attacks will become pure Saw-type damage. Foes will only resist this damage if they resist both bite/martial and blade... or if they resist saw alone that will be sufficient. However, taking this form will give Denji the bleeding status. In this form, Denji will gain +1 (+2) movement and will increase his total damage and defense by 100% (150%) (225%). With the needled signature, Denji or an ally may take their turn to pull his drawstring another time at any point in the battle. This will heal him to full HP and cure all statuses. Each time this is done, Denji will heal half the HP he did previously. This may even work if Denji has died on the battlefield and an ally pulls his drawstring in the one turn his body remains. Costs: 14 pg

Chainsaw Man Unleashed: Signature ability. Denji must take another turn after becoming the Chainsaw Man to charge. Denji must have access to Chainsaw Man (II) to use this ability. After charging he will unleash his True Form. In this state, his damage and defense will be boosted by an additional 50% (75%) (300% total), and his movement will be increased by +3 (+4). He will also be able to pay levels to access Four Arm Wield. In this form Denji is completely Berserk, becoming immune to all emotion-based statuses. If Denji uses the ability "Berserk" in this state, he will not take the normal additional damage from foes. In this form, if Denji Devours a character, he may choose to cause all characters who took part in that battle to forget the devoured character's involvement in that combat. This includes the devoured character, who will have no recollection of the events whatsoever. If an enemy Devil is consumed, their world fear will be reset to zero. Costs: 7 pg

Devil Blood Feed: Devils from the world of chainsaw man may feed on blood to heal. If using biting-type attacks on foes, they will heal 20% of the damage they deal. If using a biting attack on a bleeding foe, they will heal 100% of the damage they deal. If a Devil consumes a blood-based item, such as a blood vial, they will heal twice as much as most other units. They will also heal bleeding, real damage blows, dismemberment, and other forms of physical trauma. If they start a turn adjacent to a bleeding character, they will heal 20%. Starting next to a bleeding character will also cause their body to heal itself of trauma. Costs: 7 pg

Pouring Wounds (II): 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% (80%) (130%) (180%) (140% bite) of the time. This ability only activates on physical attacks.  Costs 3 pg

Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 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

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg

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

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.

(TBA) Chainsaw Man: Signature ability. Denji must take a turn to pull a drawstring on his chest and become the Chainsaw man. Upon doing this, all his martial and biting attacks will become pure Saw-type damage. Foes will only resist this damage if they resist both bite/martial and blade... or if they resist saw alone that will be sufficient. However, taking this form will give Denji the bleeding status. In this form, Denji will gain +1 movement and will increase his total damage and defense by 50%. Costs: 7 pg

(TBA) Serrated Bind: Instead of attacking, this character may use his serrated chains to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind more quickly. This bind may hold a foe in place for up to three turns. This ability may only be used once every four turns. Every time a character held in these chains struggles to attempt to free themselves, or attacks or counter-attacks, these razor-sharp threads will have a 30% (110%) (130%) chance to induce a bleeding status. Costs: 6 pg

(TBA) 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

(TBA) 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

(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 a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg

(TBA) Four Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -25 skill and speed loss while using this ability. Dual wield (In this case, Rapid fists) is required for this ability to function. Costs: 5 pg and Dual Wield.

(TBA) Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg

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

(TBA) Fear of Devils: Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 1 for each point that belongs to them. Their total damage and defense will also be boost by 1% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional. Costs: 2 pg

(TBA) Fear of Devils (II): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 1 for each point that belongs to them. Their total damage and defense will also be boost by 2% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional. Costs: 4 pg

(TBA) Fear of Devils (III): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 2 for each point that belongs to them. Their total damage and defense will also be boost by 4% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional Costs: 8 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 -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

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 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 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 bellow 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) 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.

(TBA) Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill



Character Type: Fiend (Technically Hybrid. Counts as Demon and Human), Destructive

Weakness: Extreme weakness to seduction and flirtation, as well as serene aura (but only when on humanoid female characters). Denji is also rather unintelligent causing emotional manipulation to be twice as effective against him. Extremely resists pain. Takes half damage from bleeding. 

Caps:
HP: High
Attack: 1000
Defense: 500
Speed: 140
Skill: 120
Move: 7

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