Wednesday, December 22, 2021

Power



The Blood Fiend: Level 83
HP: 720,000 (2,160,000 1-UP+Seraph Robe) (5,184,000) (6,739,200) (10,782,720) (14,556,672) (23,290,675 Heart and Soul)
Attack: 16,500
1GM Claw: 200
1GM Bite: 200
5GM Martial: 1,000
5GM Hammer: 1,000
5GM Sword: 1,000
5GM Spear: 1,000
Great Hammer: 3,000 (19,500) (20,500) (24,500) (49,000) (98,000) (490,000) (980,000)
Sword: 2,000 (14,500) (15,500) (23,500) (47,000) (58,750) (117,500) (587,500) (1,175,000)
Spear: 2,000 (14,500) (15.500) (23,500) (47,000) (94,000) (470,000) (940,000)
Defense: 16,000 (32,000)
5GM Armor: 1,000
Power's Bloody Forged Flesh: 2,000 (3,000) (35,000)
Mithril Chainmail: 1,600 (36,600)
Blood Drenched Uniform: 300 (36,900)
Blood Red Coat: 300 (37,200) (74,400) (111,600) 
5GM Shield: 1,000
Shields: (x2) (x1.5) (x2)
Speed: 285 (290) (310 and +10 FAW) (+5-20) (+FoD1) (+5) (+25 avoid) (+20 avoid vs weapons)
Skill: 285 (305 and +10 FAW) (310) (+8-30) (+FoD1) (+5) (+10) (+20 when attacking) (+20 vs weapons) (+30 hit)
Move: 8 (9) (10)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

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 this item.

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

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

10-Heart Containers

3-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.

4-Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. Only one weapon seal may be used per weapon. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

Baldur's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +20 skill/avoid.

Power’s Pugnacious Forged Fists: +10 Speed/Skill. Omega Forged fists. When Dual Wielding or using Two Handed Stance, Power will double her hand to weapon combat multiplier. When Four Arm Wielding, it will quadruple. If in a four armed form, the speed and skill buffs granted by these fists. Boosts base martial attack damage by 1000

Starved Devil Forged Fangs: Omega forged fangs. These fangs grant an additional 2000 base might to the biting attacks of the Devil. They also unlock the ability “Devil Blood Feed” for free. 

Power’s Bloody Forged Flesh: +10 speed/skill. Omega forged flesh. This flesh allows Power to refresh one Blood Shield at the start of each turn. She may also refresh one barrier after any engagement in which she triggers a bleed status. This flesh grants innate resistance to (choose four) and an additional 2000 to the base defense stat of Power.

Mithril Chainmail++: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce-type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be worn under other armor or cloaks. Base 1600 defense.

Blood-Drenched Uniform: Clothes tailored for Power. If Power is Bleeding, Severe Bleeding, of Lethal bleeding she will add +5, +10, or +20 respectively to her speed. Grants immunity to explosion and psychic along with resistance to fire and dark. This armor is easily damaged and destroyed. The character may wear this armor when they Form Shift. Base: 300 defense.

Blood Red Coat: a coat tailored for Power. If power is bleeding, severe bleeding, or lethal bleeding, she will add +8, +15, or +30 skill respectively. This also grants resistance to light, absorb, water, earth. Base 300 defense.

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.

Meowy: Power’s pet cat. This cat may be carried into battle and will buff Power’s skill by +15. It will be treated as a normal item and is easily lost or stolen. If Meowy is killed, the cat will not respawn. 1-6 movement if placed on the map and allowed to move about on its own.

Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

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)

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.

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.

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%. 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.

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. 

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

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

Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. Thiwill heal the character 30% of their max HP. This skull is somewhat cumbersome.

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 Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

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

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.

Bloodletting Razor Brooch: Grants the ability Bloodletting for free.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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

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.

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.

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.

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.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

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.

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.

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind-controlling abilities activating against this character.

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.

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 45%.

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. 

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.

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

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

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item-related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

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.

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%.

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

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence. 

Razor Stone+Plate

Bludgeon Stone+Plate

Needle Stone+Plate

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them. 

Abilities:

Blood Devil True Form (II+Needled): Power Signature Ability. If Power is lethal bleeding, once she hits 10% HP, the will immediately stop taking damage and form shift into a powerful, beast-like form. She will take no more damage during the engagement when this form shift triggers. This form shift will heal Power back to half life. It will cause her to become a Medium Size Class and boost her HP to match this (x1.2). In this form, she may have access to Four Arm Wield. She may also have access to Ferocity. These abilities will still require levels to be unlocked. In this state all of Power's blood weapons will increase their range by 2. Her movement will be increased by 1. Her total damage will also be boosted by 100%. In this form she will break mind control and be immune to it. In the Needled State, Power may use the ability “Thousand Tera Blood Rain” once per battle (regardless of items that buff ability usage counts) after she form shifts. This will be a 5 range AoE. It will strike each foe individually and hit them 4x the number of times she would normally strike them in an engagement. Foes may counter, but only after she has struck all of them. Costs: 14 pg

Blood Devil: Signature ability. This ability cannot be removed by strategist. This particular Devil may use its blood to make various weapons if they are bleeding. These weapons will deal melee/blood damage and will add 5%, 10%, and 20% of Power's Max HP as blood damage if she is bleeding, Severe Bleeding, or Lethal Bleeding. The weapons are as follows:
Great Hammer: -20 skill. -10 speed. This hammer immediately breaks shields and barriers. This hammer deals bludgeon/blood damage. The base might of this hammer is 3x the current Skill damage boost might for Hammer skill. 
Sword: +5 speed. This weapon will deal blade/blood damage. The base might of this blade is 2x the Skill damage boost might.
Spear: +15 hit/avoid against body. This spear deals pierce/blood damage. This weapons will have 2x the Skill damage boost might of Spear Skill.
She may materialize these weapons at the start of each phase. The weapons are incredibly sturdy, and even if they break, this character can easily make another one. These weapons may be given to allies, but will break easily and will vanish at the end of the battle. These weapons may be buffed by Weapon's Mastery and Inhuman Strength if Hand to Weapon Combat is used. However, they may not be boosted by Pure Stones or Proficiency. Costs: 9 pg

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%) (110%) of the time. This ability only activates on physical attacks.  Costs 3 pg

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

Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (10%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg

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

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% 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

Blood Shield: If this character is bleeding, it will be granted a single barrier that offers a base defense of 5% of this characters HP. If it is Severe bleeding it will add another barrier, this one offering 10% of its total HP as defense. If it is lethal bleeding, it will gain a final barrier that boasts 20% of this character's max HP as defense. However, these barriers are more frail than most elemental barriers, and they do count as element-based defense, removing Pure Shield Seals and other defensive options. However, they do not remove access to "Grit". Costs: 4 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

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

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

Hand to Weapon Combat (II): This unit adds its x4 its martial skill damage to its Weapon damage. This will add martial damage type to these attacks as well. Costs: 6 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

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. (5x) Costs: 4 pg

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 is required for this ability to function. Costs: 5 pg and Dual Wield.

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Taught by Koro Sensei. Costs 5 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 (Fangs)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg (Ring)

Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg (Brooch)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Ring)

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

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 weapon level.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM Shield

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.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in Spear.

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

(TBA) Hammer 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) Blood Manipulation Healing: This character may use the blood of the battlefield to heal their allies. If there is a bleeding character within three spaces of them, they may take that blood and use it to heal any ally within three spaces of them. The ally will be healed the ammount of HP that the foe has lost the last time the bleed status activated on them. If a foe has died but was given a bleeding status before death, this ability will trigger on the corpse one turn after the character has fallen.  This character may use this ability on themself. This ability may pull blood from all foes within the three space range, and it may be used to heal multiple allies. Using this ability uses the character's action for that turn. Costs: 5 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) 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) 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

(TBA) Blood Devil True Form: Power Signature Ability. If Power is lethal bleeding, once she hits 10% HP, the will immediately stop taking damage and form shift into a powerful, beast-like form. She will take no more damage during the engagement where this form shift triggers. This form shift will heal Power back to half life. It will cause her to become a Medium Size Class and boost her HP to match this (x1.2). In this form, she may have access to Four Arm Wield. She may also have access to Ferocity. These abilities will still require levels to be unlocked. In this state all of Power's blood weapons will increase their range by 1. Her movement will be increased by 1. Her total damage will also be boosted by 50%. In this form she will break mind control and be immune to it. Costs: 7 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) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) Hand to Weapon Combat (III): This unit adds its x8 its martial skill damage to its Weapon damage. This will add martial damage type to these attacks as well. Costs: 12 pg

(TBA) Hand to Weapon Combat (I): This unit adds its x2 its martial skill damage to its Weapon damage. This will add martial damage type to these attacks as well. Costs: 3 pg

(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) Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

(TBA) Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg

(TBA) Sword 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) Spear 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

Character Type: Fiend (Demon and Human), Melee

Weakness: Extreme Explosion weakness. Mild mind control weakness. Immune to blood damage. Takes half damage from bleeding.

Caps:
HP: Small
Attack: 600
Defense: 100
Speed: 135
Skill: 135
Move: 7

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