HP: 660,000 (1,320,000 Seraph Robe) (2,640,000) (3,960,000 Heart and Soul) (4,752,000)
Attack: 14,100
1GM Sword: 200
5M Marksman: 80
1GM Dark: 200
1GM Poison: 200
1GM Energy: 200
1GM Dark: 200
1GM Poison: 200
1GM Energy: 200
1GM Fire: 200
1GM Explosion: 200
Advanced Radium Blade: 1,600 (15,700) (15,900) (16,100) (16,300) (16,500) (86,250) (172,500) (258,750) (517,500) (776,250) (970,313) (1,261,406)
Defense: 9,100
1GM Armor: 200
1GM Armor: 200
Midnight Darksteel Mesh: 400 (600) (9,700)
Advanced Node Hunter Armor: 350 (10,050)
Radiation Refresh Mesh Cloak: 300 (10,350)
1GM Shield: 200
Enhanced Elite Acid Shield: 100 (300) (500) (3750) (7500) (15000) (25,150)
Enhanced Elite Dark Shield: 100 (300) (500) (3500) (7000) (32,350)
Enhanced Elite Flame Shield: 100 (300) (500) (3500) (7000) (39,350)
Enhanced Elite Energy Shield: 100 (300) (500) (3500) (7000) (46,350)
Tahu Fire Shield: 100 (300) (500) (3500) (7000) (53,350)
Rahkshi Shadow Shield: 100 (300) (500) (3500) (7000) (60,350)
Poisonscacle Pendant: 20 (220) (1650) (3080) (6160) (66,510)
Darkscacle Pendant: 20 (220) (1540) (3080) (69,590)
Flamescacle Pendant: 20 (220) (1540) (3080) (72,670)
Energyscacle Pendant: 20 (220) (1540) (3080) (75,750)
Speed: 289 (299) (+5) (+10 when attacking) (+25 avoid)
Skill: 310 (350) (+10) (+5) (+20 when attacking)
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.
Advanced NeoNode Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water-type damage. This armor is relatively easily destroyed by saw-type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 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.
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.
24-Poison Bloom+Plate
24-Night Sapphire+Plate
12-Energy Gems+Plate
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) (65%) (85%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 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
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) Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
(TBA) Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg
(TBA) Scalecloak Breaker (II): If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 (80) hit and +40 (80) avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 10 pg
Character Type: Melee, Strategist, Assassin, Stealth
Weakness: Mild bludgeon weakness. Weak to earth type attacks. Resist psychic type damage. Resist fear abilities.
Live Great Serpent Viscera
Centaur Heart
Rune Arc
Advanced Radium Blade++ (Sealed): An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (800) (1,600) might. See the ability for other properties. This blade will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a solely blade-type attack).
Advanced Radium Blade++ (Sealed): An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (800) (1,600) might. See the ability for other properties. This blade will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a solely blade-type attack).
Exposing Shadow Seal: This seal will expose a foe to Dark damage. This will not remove innate or ability based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Dark weapons cannot accept this seal.
Midnight Darksteel Mesh: Sturdy under armor made of purified Darksteel. It grants immunity to dark damage and extreme resistance to psychic damage. Base: 400 defense.
Advanced NeoNode Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water-type damage. This armor is relatively easily destroyed by saw-type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 defense.
Radiation Refresh Mesh Cloak: This cloak will refresh the cooldown of a weapon augment if the unit wearing it lands a critical hit, assault move, or Tri-attack. This cloak grants resistance to earth, light, and energy. Base 300 defense.
Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
Rahkshi Shadow Shields: Shields crafted by the dark father of the Rahkshi. They are perhaps the most devious and terrible shadow shields in the world, and they are built directly into the Rahkshi's Bio-armor. These shields offer 100 defense, and are improved by the dark and shield skill and items boosts. These shields do not defend against light type damage, but they do defend against psychic and magic.
Tahu Fire Shields: These shields offer 100 defense, and are improved by the fire and shield skill and items boosts. These shields do not defend against water or earth type damage, but they do defend against psychic and magic.
Enhanced Elite Energy Shields: These shields offer 100 defense, and are improved by the energy and shield skill and items boosts.
Enhanced Elite Dark Shields: These shields offer 100 defense, and are improved by the dark and shield skill and items boosts.
Enhanced Elite Flame Shields: These shields offer 100 defense, and are improved by the fire and shield skill and items boosts.
Enhanced Elite Poison Shields: These shields offer 100 defense, and are improved by the poison and shield skill and items boosts.
Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40.
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.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
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)
Cursed Pact Ring: A ring that has entwined into the flesh of the wearer. This will forge them to obey the character who placed it on them. This ring must be taken voluntarily. Once the ring has been taken, it cannot be lost. It is part of the character and will respawn when they do. Pact Holder: Carmilla.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. 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.
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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also 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.
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.
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
Radium Blade Hyper Generator: This item was designed by Chamblee R. Charles. This item is easily lost or stolen. This item allows the holder to purchase the ability "Radium Overcharge".
Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.
NeoNode Insignia: This symbol is given to the NeoNode agents. It boosts the damage of dark and radiation damage by adding 50% to the standing item boosts. This item is a brand.
Devilish Destruction Charm
4-Pom of Power (Poison)
4-Pom of Power (Dark)
24-Poison Bloom+Plate
24-Night Sapphire+Plate
12-Energy Gems+Plate
12-Fire Gems+Plate
5-Vial of Nezuko's Blood
5-Vial of Nezuko's Blood
Boots
Abilities:
Radium Exploding Blood: Signature ability. Grisham may carry vials of Nezuko's blood in a special dousing gauntlet. Using this gauntlet, Grisham may attack using the Exploding Blood ability, but the blood damage will be based on 20% of Nezuko's HP stat. This blood may burn the foes as usual, but it will also have a 30% (40%) (90%) (110%) chance to induce the radiation status. Each engagement in which this attack is used will consume one vial of Nezuko's blood. Nezuko must be alive and on the battlefield for this ability to work, as she is the one who will choose whether or not her blood explodes. Costs: 6 pg
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) (65%) (85%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 pg
Radium Overcharge: This character may take a turn to augment their Radium Blade. This will cause the weapon to deal 50% more damage and will double the chance of triggering the radiation status with that weapon. This may only be used if the character has the Radium Blade ability. This augment lasts for 3 turns. This augment may be used once per battle. Costs: 5 pg and Item
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
Astra: Before attacking, this unit has a 40% (60%) 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
Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack 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
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. 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
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
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
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
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
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
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 or Miracle Scale
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
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
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
Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg
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.
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) 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) Chase Down (II): If a foe moves away from this unit, this unit will gain +30 skill against that foe on its next turn as well as a 50% damage boost. Costs: 4 pg
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Predatory Capitalism: If an enemy unit is flinched or stunned within two spaces of this unit, it may immediately move up to them and strike them with a double damage blow. This attack must be done from 1 range, but it does not have to be any particular weapon type. This will not be counter-attacked, though it can be dodged. Costs: 4 pg
(TBA) Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. 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) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg
(TBA) Scalecloak Breaker (II): If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 (80) hit and +40 (80) avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 10 pg
(TBA) Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Character Type: Melee, Strategist, Assassin, Stealth
Weakness: Mild bludgeon weakness. Weak to earth type attacks. Resist psychic type damage. Resist fear abilities.
Caps:
HP: Small
Attack: 200
Defense: 200
Speed: 129
Skill: 150
Move: 6
No comments:
Post a Comment