The Sound Pillar: Level 63
HP: 156,000 (312,000 Seraph Robe+1UP) (624,000)
Attack: 1600
3GM Sword: 600
1 Knife: 5
3GM Poison: 600
3GM Sonic: 600
3GM Explosion: 600
1 Martial: 5
1 Throw: 5
Nichirin Twin Buster Swords: 1500 (3100) (3700) (4300) (4500) (34,500) (63,000) (102,900)
Defense: 1500
3GM Armor: 600
Aged Mail: 150 (1650) (1250)
4GM Shield: 800
Hydrascale Pendant: 100 (900) (6300) (12600) (13,850)
Hydrascale Pendant: 100 (900) (6300) (12600) (26,450)
Radio Demon Dial Pendant: 100 (900) (6300) (12600) (39,050)
Radio Demon Dial Pendant: 100 (900) (6300) (12600) (51,650)
Poisonscale Pendant: 20 (820) (5740) (11,480) (63,130)
Poisonscale Pendant: 20 (820) (5740) (11,480) (74,610)
Sonicscale Pendant: 20 (820) (5740) (11,480) (86,090)
Sonicscale Pendant: 20 (820) (5740) (11,480) (97,570)
Buster Sword Shields: 1500 (2300) (2900) (3500) (24,500) (49,000) (98,000) (195,570)
Buster Sword Shields: 1500 (2300) (2900) (3500) (24,500) (49,000) (98,000) (293,570)
Speed: 205 (210)
Skill: 190
Move: 8
Items:
2-Heart Containers
4-Mako Cells
Nichirin Twin Buster Swords (+11 of 10): -20 speed. Tengen has entered the universe with his signature weapons. This weapon requires twice the normal Nichirin ore to forge. This unusual weapon may be used with Dual Wield without incurring any stat debuffs. Or it may be used in a Buster Stance. The user must choose Buster Stance in advance. In this stance, the user will strike four times the normal amount when attacking but they cannot counter. Instead, they will spin the blade as a shield. This shield will have the same base might as the weapon and be boosted by the shield, sonic and explosion skill and item boosts of the character. This weapon currently has 100 (1500) sonic/explosion/blade type base might. This weapon deals double damage to demons. In its final form, when in the Buster Form, this weapon will deal back 50% of the damage that is blocked by this character's defense when an enemy initiates an attack against this character. This is considered counter damage and it will not be blocked or defended against and cannot be dodged. This counter damage may strike 1-2 range away from Tengen.
Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.
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)
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.
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). 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.
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.
Devilish Destruction Charm
12-Shrieking Stones
12-Bomb Badges
24-Poison blooms
Abilities:
Sound Breathing: This character may use many different forms of sword techniques via his unique Sound Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist.
1st Form-Roar: (Activated, Not Brave) The user holds both blades above his head before striking down with a massive, explosive hit. This attack unleashes a 1 range AoE that cannot be dodged. It will deal the same damage as a regular strike from both blades combined. It also has a chance to strike a foe directly. The foe targetted by the main attack has a 40% chance to take 4x damage. This form may be used once every 5 turns.
2nd Form-Beautiful Sound: (Not Activated, Brave) An incredibly flashy attack. This sweeping hit draws attention to the beautiful form and eyes of the user. Using this art will not remove Seductive Aura and it may cause Seductive Aura to restart. This may be used every turn.
3rd Form-Soaring Chorus: (Activated, Brave) When using this form, the user will double any music or sound-based buffs they have received. This art has the user blast into the sky, bursting through clouds of smoke and striking even flying or soaring foes. It will give flying foes 50% more damage. This form may be used once every 3 turns.
4th Form-Constant Resounding Slashes: (Activated, Not Brave) Rather than countering normally, the user holds his spinning blades apart and releases small explosives, blasting everything away. Against the first two enemy engagements, after their first attack set, they will be blasted back two spaces if they have attacked from 1-2 range. When this form has been chosen, Tengen cannot counterattack for the entire phase, but attacks launched at him deal 70% of their normal damage. This may be used once every other turn.
5th Form-String Performance: (Not Activated, Brave) This character holds one blade in reverse grip and takes Buster Stance, spinning the huge blade and unleashing dozens of explosions. This will double the number of times this character strikes a foe, but will also cause this character to take double damage from the counterattack. This may be used once every 4 turns.
Costs: 14 pg
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
Demonslayer (III): This character deals 30% (60%) (120%) more damage to Demon-type foes. Costs: 8 pg
Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg
Booming Weapons: This unit may take a turn to augment its weapon. This will cause the weapon to deal explosion/sonic/blade type damage and boost the total damage by 50%. When augmented, this weapon will double its normal shield and armor wear. Costs: 7 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
Seductive Aura: Any enemy units that might find this unit attractive will immediately have their total attack damage halved when trying to strike this foe. This ability may wear off, and it does not affect the might of an enemy's counter-attack. Still, it is surprisingly effective against certain units. Costs: 3 pg
Flashy!: This character is flashy and flamboyant. They love to show off. As such, if allies are within visual range and this character kills a foe in an engagement where a roll that has less than a 50% chance of succeeding is pivotal to that kill, then this character will increase his damage by 50%, and his speed and skill by 10. (Pivotal means if the roll were to fail, the enemy would live. This includes dodge chances of the foe and this character if the counter would kill or prevent them from finishing the attack. It also includes skill activations.) This buff will last for three turns, but landing a Flashy Kill again will both cause the buff to stack and refresh. Costs: 5 pg
Score of Battle (II): Tengen signature ability. When a unit attacks Tengen or an ally within three range, Tengen may choose to start to learn the sound of that attack. Upon learning the sound once, if that attack is launched at Tengen, he will deflect 25% of the damage and take only 75% of the attack. It does not have to be the same unit attacking, it only has to be the same attack type. Attack types include damage types (blade, pierce, magic, etc.), assault moves, finish strike, etc. If it is the same weapon being used but slightly modified (such as greatswords and halberds that can switch their melee damage type), then this ability will still trigger. If Tengen hears the same attack type again, he may learn again, causing him to deflect 50% of the damage. If he hears it again, he will learn again and deflect 75%. Finally, upon hearing an attack four times, he will master the score and become immune to the attack. Tengen may memorize three attacks at a time, but he may switch to memorizing a new one and reset at any time he chooses. This does not work when the enemy is countering. This does not work if Tengen cannot hear or his weapons are destroyed. Dissonant Sound and Reverb will force this ability to restart. Costs: 10 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
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
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
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
(TBA) Music Lover: This character. Receives double the bonus effects of sound-based status improvement moves. Costs: 1 pg
(TBA) Score of Battle (II): Tengen signature ability. When a unit attacks Tengen or an ally within three range, Tengen may choose to start to learn the sound of that attack. Upon learning the sound once, if that attack is launched at Tengen, he will deflect 25% of the damage and take only 75% of the attack. It does not have to be the same unit attacking, it only has to be the same attack type. Attack types include damage types (blade, pierce, magic, etc.), assault moves, finish strike, etc. If it is the same weapon being used but slightly modified (such as greatswords and halberds that can switch their melee damage type), then this ability will still trigger. If Tengen hears the same attack type again, he may learn again, causing him to deflect 50% of the damage. If he hears it again, he will learn again and deflect 75%. Finally, upon hearing an attack four times, he will master the score and become immune to the attack. Tengen may memorize three attacks at a time, but he may switch to memorizing a new one and reset at any time he chooses. This does not work when the enemy is countering. This does not work if Tengen cannot hear or his weapons are destroyed. Dissonant Sound and Reverb will force this ability to restart. Costs: 10 pg
(TBA) Score of Battle: Tengen signature ability. When a unit attacks Tengen or an ally within three range, Tengen may choose to start to learn the sound of that attack. Upon learning the sound once, if that attack is launched at Tengen, he will deflect 25% of the damage and take only 75% of the attack. It does not have to be the same unit attacking, it only has to be the same attack type. Attack types include damage types (blade, pierce, magic, etc.), assault moves, finish strike, etc. If it is the same weapon being used but slightly modified (such as greatswords and halberds that can switch their melee damage type), then this ability will still trigger. If Tengen hears the same attack type again, he may learn again, causing him to deflect 50% of the damage. If he hears it again, he will learn again and deflect 75%. Finally, upon hearing an attack four times, he will master the score and become immune to the attack. Tengen may memorize one attack at a time, but he may switch to memorizing a new one and reset at any time he chooses. This does not work when the enemy is countering. This does not work if Tengen cannot hear or his weapons are destroyed. Dissonant Sound and Reverb will force this ability to restart. Costs: 5 pg
(TBA) Score of Battle (III): Tengen signature ability. When a unit attacks Tengen or an ally within three range, Tengen may choose to start to learn the sound of that attack. Upon learning the sound once, if that attack is launched at Tengen, he will deflect 50% of the damage and take only 50% of the attack. It does not have to be the same unit attacking, it only has to be the same attack type. Attack types include damage types (blade, pierce, magic, etc.), assault moves, finish strike, etc. If it is the same weapon being used but slightly modified (such as greatswords and halberds that can switch their melee damage type), then this ability will still trigger. If Tengen hears the same attack type again, he may learn again, causing him to deflect 75% of the damage. Finally, upon hearing an attack three times, he will master the score and become immune to the attack. Tengen may memorize four attacks at a time, but he may switch to memorizing a new one and reset at any time he chooses. This does not work when the enemy is countering. This does not work if Tengen cannot hear or his weapons are destroyed. Dissonant Sound and Reverb will force this ability to restart. Costs: 20 pg
(TBA) 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. Costs 5 pg
(TBA) Vantage: If this character has less than 50% of their max HP, they will counterattack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow-up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
(TBA) Wisteria-Based Poison: This character may try to poison foes with his poison element weapons when initiating the attack. Wisteria Poison deals 3x damage to demons, and it will prevent them from using any form of auto-healing. This poison has a 50% chance of triggering. The base damage of this poison is 300 (500) per turn for the rest of the battle. Costs: 4 pg
(TBA) Poisonous Proficiency: If this character uses only the poison as its damaging status (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 100%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 3 pg
(TBA) Sonar: This character can use sound to scan the battle around them. This will double the perception range of this character, making ambushes much harder to land. This ability will also cut all vision-based evasion boosts used by foes or vision-based skill debuffs suffered by this character in half. This character will be able to locate invisible foes if they are within six range of where this character either begins or ends its movement. Costs: 2 pg
(TBA) Scatter Bombs: If this character has status throwing bombs, he may throw them before engaging a foe. He may target three separate spaces within 1-2 range when throwing these bombs. Costs: 2 pg
(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg
(TBA) Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 2 pg
(TBA) Weapon Throw (III): The unit may throw their held weapon at a foe. At third tier this attack may strike the normal number of times based on speed. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 4 pg
(TBA) Bomb Barrage: This unit may double the number of times it would normally throw a bomb. This ability may be used once every three turns. Costs: 3 pg
(TBA) Bomb Barrage (II): This unit may double the number of times it would normally throw a bomb. Costs: 6 pg
(TBA) 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
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 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
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) Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
(TBA) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg
(TBA) Lethality: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a assassin only ability. It is usually only able to be learned by thieves and ninjas. This move may only be activated when attacking from one range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your speed is 1.5 x higher than the enemy, you have a 3% chance to instant kill them.
If your speed is 2 x higher than an enemy, you have a 5% chance to instant kill them.
If your speed is 2.5 x higher than the enemy, you have a 10% chance to instant kill them.
If your speed is 3 x higher than the enemy, you have a 20% chance to kill them.
If your speed is 4 x higher than the enemy, you have a 30% chance to kill them.
Costs: 7 pg
Calculation:
If your speed is 1.5 x higher than the enemy, you have a 3% chance to instant kill them.
If your speed is 2 x higher than an enemy, you have a 5% chance to instant kill them.
If your speed is 2.5 x higher than the enemy, you have a 10% chance to instant kill them.
If your speed is 3 x higher than the enemy, you have a 20% chance to kill them.
If your speed is 4 x higher than the enemy, you have a 30% chance to kill them.
Costs: 7 pg
(TBA) Demonslayer: This character deals 30% more damage to Demon-type foes. Costs: 2 pg
(TBA) Demonslayer (II): This character deals 30% (60%) more damage to Demon-type foes. Costs: 4 pg
(TBA) 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
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
(TBA) Vantage: If this character has less than 50% of their max HP, they will counterattack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow-up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
(TBA) Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) Scythe Breaker: This unit gains +50 hit and avoid vs Scythes, Halberds, Naginatas, and Twin Blades. Costs: 4 pg
Character Type: Stealth, Melee, Assassin, Destructive
Weakness: Weak to scythe. Resists poison, taking the poison status, and poison status damage and debuffs.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 140
Skill: 125
Move: 8
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