Grafted Scion: Level 59
HP: 135,360 (270,740 Draught of Life+1UP)
Attack: 1000
GM Sword: 200
GM Light: 200
GM Magic: 200
Ornamental Straight Sword: 600 (1600) (1800) (2000) (14,000) (28,000) (49,000)
Defense: 800
5M Armor: 80
Grafted Scion Cloak: 500 (1300) (1380)
GM Shield: 200
Scion Greatshield: 4000 (4200) (4400) (4600) (32,000) (64,000) (128,800) (772,800) (774,180)
Scion Greatshield: 4000 (4200) (4400) (4600) (32,000) (64,000) (128,800) (772,800) (1,545,600)(1,546,980)
Speed: 180
Skill: 180
Move: 9
Items:
2-Ornamental Straight Sword++: This sword requires the user to be GM in Light, Magic, and Sword. This weapon counts as a rapier. When used by a grafted soldier, this weapon will work with dual wield while still activating Rapid Thrust. This weapon allows access to the Weapon Art "Golden Tempering". Base 300 (600) pierce or blade/magic type damage. This sword does not lead to dual wield debuffs when used by Scions.
Scion Greatshield++: Using this shield strangely prevents the use of other barriers. However, it is incredibly sturdy and is improved by the light and magic skill stats and item boosts. Base 2000 (4000) defense.
Grafted Scion Cloak: This cloak may not be worn with any other armor. However, it will grant a decent 500 base defense and extreme resistance to fire, magic, dark and poison-type damage.
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.
Hollow Destructive Charm: This item allows damage multipliers to reach 7x. However, it is destroyed upon death.
12-Magic Crystals
24-Day Pearls
Abilities:
Golden Tempering: This augment requires two Ornamental Straight Swords to be held in a dual wield. Using this augment will add light and sacred damage to the weapons for the next five turns. This augment will boost the total damage of these swords by 75%. Costs: 5 pg
Grafted Scion: Signature ability. If this monstrosity comes into contact with a dead character, it may attempt to graft a part of that character onto itself. Doing this has a 50% chance to succeed. If it does, this character will be able to use one ability associated with the body part they have stolen. The damage will be based on the dead foe's stats, but the speed and skill will be calculated using the Scion's stats. A Scion may graft up to five pieces onto themself per battle. Costs: 5 pg
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 Swordsmanship level.
Paralyzing Shriek: Any enemy units two spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear type ability. Costs: 4 pg
Two-Handed Shield (III): This character may brace their shield with two hands. Doing so will increase the defense added by that shield by 2x (4x) (6x). Costs: 4 pg
Enchant Shield: If holding a shield, this character may take a turn to enchant it. For the next five turns that shield will triple in stability and double its total defense granted. Costs: 4 pg
Unnerve: Enemies within ten spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 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
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 -15 Hit.
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
Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. 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
Unending Onslaught: Enemies attacked by this character cannot vantage hit them. Costs: 4 pg
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.
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
Character Type: Monster, Melee, Guard
Weakness: Mild weakness to fire. Extremely resists light. Immune to pain and fear.
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