The Control Devil: Level 64
HP: 236,200
Attack: 2,100
1 Martial: 5
1 Explosion: 5
1 Psychic: 5
Bang: 500 (1,550) (1,555) (7,775) (+Control)
Defense: 2,100 (+Control)
Speed: 200 (+Control)
Skill: 220 (+Control)
Move: 7 (8)
Items:
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.
8-Bomb Badges
Abilities:
Control Devil Power Pact: Signature ability. If a character willingly takes their turn to pact with Makima, they will enter a trance-like state. They may still move, but will be unable to take actions until Makima dies, takes a turn to release them, or the battle ends. If they remain within ten range of Makima, she will have access to all of their signatures, as well as having access to all their basic attack types. This will not work with other abilities that allow abilities to be taken or traded (consume soul, AFO). Makima may force a mind shackled or mind-dived character to pact with her, but since this was not voluntary, if they break free of the control they will also break free of the pact. This ability cannot be removed by any ability or power. Costs: 10 pg
Control Devil Life Pact: If a character can see Makima on the map, they may take their turn to pact their life to her. If Makima is struck by a lethal hit, she will survive, but the character who pacted his/her life to her will immediately die. This will kill through survival abilities, form shifts, and will prevent regeneration for the rest of the battle. The character who dies will calculate their level downs based on the power of the foe who struck Makima with the lethal hit. The foe will choose which pacted character is killed if Makima has multiple lives pacted to her. Makima may have as many lives pacted to her as she has allies on the map, and as such, she can survive lethal hits until she stands alone. She may not force mind-controlled characters to make this pact. Costs: 6 pg
Controlled Crush: Signature ability. If Makima is within three spaces of a willing ally, the ally may speak the name of a foe who is on the map. If the foe is not cloaked or concealed, the ally who spoke the name will immediately die. This ally will be unable to regenerate for the battle, and any life-saving or form shift abilities will not trigger to save them. However, using the sacrifice, Makima will launch a massive wave of crushing energy at the foe. This attack may strike anywhere on the map, regardless of where Makima is (unless the foe is inside a specialized wall or barrier, such as the walls around Rome). The damage of the attack will be half the level of the sacrificed character calculated as a %. This attack can be dodged, but it will boast a +hit equal to half the sacrificed character's level. Makima may use this attack once per turn. The sacrificed character will act as though Makima was the unit who killed it when calculating for level down chances. Costs: 8 pg
Mind Dive (II): This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 50% chance of landing. This attack does not work on psychic-type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. If the controlling character dies, the controlled character will be freed. Costs: 10 pg
Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (+1 for M and +2 for GM) percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg
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. These boosts count as conditional Costs: 8 pg
Dominate Will: This character will double its mind-shackle chances against common units. This character must be significantly more intelligent than the common unit for this to work. Costs: 3 pg
Bang: Makima's most basic attack. This ability cannot be removed by Strategist. 1-3 range. This attack counts as a basic element blast. Base 500 explosion type might. This attack may strike multiple times and may be used to counter. Costs: 4 pg
Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 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
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) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs:
12 pg
(TBA) Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic-type characters, and magic and strategists characters naturally escape from a mind dive twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. If the controlling character dies, the controlled character will be freed. Costs: 5 pg
(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
(TBA) Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg
(TBA) Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 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: 4 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) Strategist (III): This unit may choose three first level abilities, a level one and a level two, or a level three ability held by an enemy unit within 15 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: 16 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
(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
(TBA) 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
(TBA) 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. (4x) Costs: 4 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) 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
(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) Flirt: This character may try to manipulate a foe by flirting with them. This has a relatively low chance of working, but if it does it will halve the damage of the enemy against this character until this character initiates an attack against them. This status may be done between 1-3 range. Costs: 1 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
Character Type: Worldbreaker, Puppeteer, Demon
Weakness: Weak to saw damage. Immune to mind control. Resists emotion based debuffs.
Caps:
HP: High
Attack: 500
Defense: 500
Speed: 130
Skill: 150
Move: 7
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