Godrick The Grafted: 78
HP: 672,000 (1,344,000 Draught of Life+1UP) (2,688,000) (4,032,000 Heart and Soul)
Attack: 8500
5GM Axe: 1000
5GM Hammer: 1000
5GM Light: 1000
5GM Air: 1000
5GM Fire: 1000
5GM Earth: 1000
Axe of Godrick: 6000 (14500) (15500) (16500) (33,000) (66,000) (198,000) (990,000) (1,485,000)
I Command Thee Kneel!: (2,079,000)
Savage Great Axe: 1000 (9500) (10,500) (21,000) (42,000) (126,000) (630,000) (945,000)
Air Blast: 8500 (9500) (66,500) (133,000) (399,000)
Earth Blast: 8500 (9500) (66,500) (133,000) (399,000)
Light Blast: 8500 (9500) (66,500) (199,500)
Fire Blast: 8500 (9500) (66,500) (199,500)
Defense: 9000 (18,000)
5GM Armor: 1000
Godrick's Great Armor: 6000 (24,000) (25,000)
Godrick's Great Cloak: 500 (25,500) (51,000)
5GM Shield: 1000
Groudonscale Pendant: 100 (1100) (7700) (15400) (30,800) (56,300)
Raquazascale Pendant: 100 (1100) (7700) (15400) (30,800) (87,100)
Earthscale Pendant: 20 (1020) (7140) (14,280) (28,560) (115,660)
Windscale Pendant: 20 (1020) (7140) (14,280) (28,560) (144,220)
Smaugscale Pendant: 100 (1100) (7700) (15400) (159,620)
Great Serpentscale Pendant: 100 (1100) (7700) (15400) (175,020)
Flamescale Pendant: 20 (1020) (7140) (14,280) (189,300)
Lightscale Pendant: 20 (1020) (7140) (14,280) (203,580) (407,160)
Speed: 275
Skill: 270 (255)
Move: 6 (7)
Items:
4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.
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.
Axe of Godrick+++ (Sealed): -20 speed. A massive great axe. This weapon scales with both Hammer and Axe, and may deal either bludgeon or blade type damage. This axe will boost the damage of Savage Blows, making the ability deal double its normal damage. It will treat resistances and immunities to Indirect Damage as if they are one tier lower. This axe requires the holder to have less than 131 base skill and be 5GM in Hammer and in Axe. This weapon grants access to the Weapon Art "I Command Thee, Kneel!". Base 2000 (6000) blade or bludgeon type damage.
Savage Great Axe++: -15 skill. A heavy, brutal axe. This weapon doubles the amount of damage it triggers from Savage Blow. This weapon boasts 500 (1000) base blade type damage.
2-Elite Golden Weapon Seal: This seal may be placed on a weapon. A weapon may only have one Elite Weapon Seal. Weapon seals may be swapped only outside of combat. A Golden weapon seal will apply Golden Typing to the weapon. This is a subcategory, similar to Sacred or Sunlight, so it only applies as a typing and will not be calculated into proficiency. Golden typing causes a weapon to deal 20% more damage while under the light of the Erd Tree or 20% more damage when using a Rune Arc. A total of 40% more damage may be achieved by doing both.
Godrick Great Armor++: -20 speed. Massive armor that protects the grotesque Godrick. This armor grants immunity to poison and extreme resistance to the Scarlet Rot. It also grants resistance to explosion and sonic-type damage. Base 3000 (6000) defense.
Godrick's Great Cloak++: This cloak conceals Godrick's many arms. This will cause an opponent to suffer -30 avoid during their first engagement with Godrick (or any character who has more than two arms) due to surprise. Enhanced sense abilities will ignore this. This cloak grants extreme resistance to earth, psychic, water, and air type damage. Base 500 (1000) defense.
Hollow Gemnode Gem-Godrick's Great Rune: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. A Legendary Item. If a character is holding this Rune and Uses a Rune Arc, they will gain the normal 20% HP boost, but will also gain an additional 20% HP boost on top of a 10% increase to total attack and defense, +10 speed and skill, and +1 movement. This boost is considered innate.
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.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
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.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
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.
Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well.
Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
Roaring Earth Ring: This incredible ring will boost the damage of earth-type attacks that cannot strike flying or levitating foes by 40%. This item 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, and backstabs.
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.
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.
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.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also 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.
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.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Boots
Devilish Destruction Charm
4-Poms of Power (Earth, Air)
12-Earth Gems
12-Air Gems
12-Fire Gems
24-Day Pearls
Razor Stone+Heavy Stone+Blade Plate+Bludgeon Plate
Pure Stone
Abilities:
I Command Thee, Kneel!: This weapon art requires the Axe of Godrick to use. This weapon art may be used once every five (3) turns. Rather than attacking normally, the user may strike the ground with the hammer-like axe. This will generate shockwaves that deal pure Earth-type damage and will equal the weapon damage. These shockwaves will strike three times. This ability will not hit flying or levitating foes. These shock waves boast four range. They cannot be dodged, but they may be countered. Costs: 5 pg
Wind Weapon Shockwaves: This character may envelop their weapon in wind and then cast the air at a foe. This takes one turn to charge. During the next turn, all the weapon attacks of the character will be two range and count as pure air type damage. This ability may only work on pure weapons. Costs: 4 pg
Whirling Annihilation: This character may whirl their weapon above their head. This will generate a 5 range vortex that will have a 30% chance to cause foes to flinch. If the foe flinches, they will also drop half of their shields and barriers until they are freed from the flinch. At the start of the next turn, this unit will slam its weapon down, releasing a 5 range AoE. This AoE will deal 2x the weapon damage of the character. The character may not move or act after starting the vortex; they will slam their weapon down and end their turn before being able to take free actions again. This ability may be used once every four (two) turns. Costs: 5 pg
Grafted Lord: Signature ability. Godrick's signature ability. If this monstrosity comes into contact with a dead character, he may attempt to graft a part of that character onto itself. If it does, this character will be able to use all the abilities 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 Godrick's stats. Godrick may only graft on five body parts per battle. Costs: 5 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
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg
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
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg
Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg
Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 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
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
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
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.
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.
Character Type: Deity, Melee
Weakness: Mild weakness to poison damage. Extremely resists bludgeon and bullet. Immune to Real Damage Blows.
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