Monday, May 16, 2022

Ariadne






Heir of the Dark Soul, Lower 3: Level 80
HP: 540,000 (1,620,000 Heart Container) (3,888,000 Mako Cells) (6,220,800 Ancient Blood) (8,398,080 Bottle) (10,917,504 Crystal Soul) (17,468,006 Centaur Heart+Soul)
Attack: 10,400
5GM Sword: 1,000 (2,000) (4,000)
5GM Dark: 1,000
5GM Fire: 1,000
2GM Magic: 400
2GM Light: 400
Moerukuroichi Scimitar: 200 (8,200) (12,200) (13,200) (15,200) (45,600) (91,200) (456,000)
    Dark Moerukuroichi: 200 (8,200) (12,200) (13,200) (14,200) (16,200) (48,600) (162,000) (324,000) (356,400) (1,782,000)
    Blazing Moerukuroichi: 200 (8,200) (12,200) (13,200) (14,200) (15,200) (17,200) (51,600) (172,000) (318,200) (636,400) (700,040) (3,500,200)
Moerukuroichi Bloodblade: 400 (8,400) (12,400) (13,400) (15,400) (46,200) (92,400) (462,000) (693,000)
    Dark Bloodblade: 400 (8,400) (12,400) (13,400) (14,400) (16,400) (49,200) (164,000) (328,000) (360,800) (1,804,000) (2,706,000)
    Blazing Bloodblade: 400 (8,400) (12,400) (13,400) (14,400) (15,400) (17,400) (22,800) (174,000) (321,900) (643,800) (708,180) (3,540,900) (5,311,350)
Winged Scimitar: 600 (8,600) (12,600) (13,600) (15,600) (46,800) (93,600) (468,000)
    Dark Scimitar: 600 (8,600) (12,600) (13,600) (14,600) (16,600) (49,800) (166,000) (332,000) (365,200) (1,826,000)
    Blazing Scimitar: 600 (8,600) (12,600) (13,600) (14,600) (15,600) (17,600) (52,800) (176,000) (325,600) (651,200) (716,320) (3,581,600)
Defense: 10,000
5GM Armor: 1,000
Day Armor: 4,000 (5,000) (13,000)
Savage Darkblood Cloak: 1,000 (2,000) (3,000) {12,000} [24,000] (36,000)
5GM Shield: 1,000
Flame Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {252,000}
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {285,000}
Great Serpentscale Pendant: 100 (500) (3,750) (7,500) (15,000) {300,000}
Seath Crystal Pendant: 100 (500) (3,750) (7,500) (15,000) {315,000}
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {348,000}
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {378,600}
Lightscale Pendant: 20 (420) (3,150) (6,300) (12,600) {391,200}
Magicscale Pendant: 20 (420) (3,150) (6,300) (12,600) {403,800}
Darkscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {434,400} [868,800] (1,303,200)
Speed: 283 (293) (303) (308) (+15-40) (+5) (+20) (+20) (+20 Avoid)
Skill: 277 (287) (297) (+10) (+30 Hit)
Move: 8 (9) (12) (15 (16) Flying)


Items:

Moerukuroichi (+2/10) (Sealed): +5 (+15) speed. The signature weapon of Ariadne, granted by Muzan during their first meeting. This long curved sword is made of demon flesh. As such it can be repaired by Ariadne's own demonic healing. It has two forms. In its normal form, it boasts Base 200 Blade-type might; however, Ariadne may unleash and harden her black blood around the blade, drastically increasing its size and giving it a saw-type damage attribute. This gives the blade incredibly high wear. In this massive form, the blade will double its base weapon might (400), but it will also result in a -20 Speed debuff. This weapon can be improved by slaying Demon Slayers. 100 at +1. 1000 at +10.
>Rushing Weapon Seal

2-Winged Hussar Scimitars++ (Sealed): +10 (+20) speed. These deadly swords are specifically designed for use by the Winged Hussars. This elite fighting force has been around longer than most remember, and the secrets of their forging techniques are still a mystery. These blades offer little wear and are relatively easy to break. However, they do not debuff a character when used with "Dual Wield". Base 300 (600) blade type might.
>2-Rushing Weapon Seal 

Gemnode's Hollow Gem-Day Armor:  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. This armor grants total immunity to Sunlight Damage. It will also cause this character to debuff the damage of all sunlight attacks against it by 50%, and will boost the damage of this character vs sunlight users by 50%. It also causes the character to take no extra damage from Red Hot Weapons and prevents that ability from locking Autohealing abilities. This armor is practically indestructible, and may be worn on top of all other armor; it does not take up an armor slot on this character. This armor boasts a staggering 4000 base defense. Grants +2 running type movement. 

Savage Darkblood Cloak: A red cloak infused with the awesome power of the Dark Soul. This cloak will double the total might granted by "Savage Cloak". Grants resistance to Air, Earth, Ice, and Water-type damage. This cloak may also be used as a weapon. If attacking with this cloak, this cloak will deal Base 1,000 Wing/Dark/Fire-type damage. If "Dark Blood Blade" and "Blood of the Dark Soul" are active, these wings will receive those buffs and Blood-type damage. Base 1,000 Defense.

Ariadne's Forged Flesh: Flesh forged into the character at a demon forge. This flesh will add an additional 1,000 base defense as well as grant innate resistance to Poison, Ice, Sonic, and Absorb. This is nearly impossible to steal.


Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

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.

4- Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% (+35%) 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.

4- Mako Heart: This item heals the holder 5% of their HP at the start of each turn. Up to four may be carried at once. This item cannot be used in tandem with Erd Tree Sap. These items are easily dropped or stolen. 

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% more panic.

Lower Rank Three Kanji: A tattoo on the eye of a demon, symbolizing his high status. This grants this character +10 speed and +10 skill.

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.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Wren’s last moments of being tormented and toyed with before their deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 15%.

Havel's Ring: Ignore all weight associated debuffs

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

Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

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 resistance 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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

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.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune. 

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 increase the chance of bleeding statuses by 20%.

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.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

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

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) (70%) (+30%) (+60%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

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.

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.

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

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.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be worn 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.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Devilish Destruction Charm

Pure Stone

Razor Stone + Plate

4-Poms of Power (Dark, Fire, Magic, Light)

24- Night Sapphire+Dark Plate

12- Fire Gems+Flame Plate

Air Gem

Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to receive this brand. The brand will permanently 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.


Abilities:

Dark Vileblood: Signature Ability. Though she shunned the power within her blood for a lifetime, Maria eventually passed on her Vileblood to her daughter. Ariadne may activate this ability by taking her turn to stab herself, immediately giving her a bleeding status. This will add 5% of her max HP to all her sword strikes and cause them to be blade/blood-type damage. This will also cause all of her sword strikes to have 1-2 range. If Ariadne chooses, she may stab herself again, giving her a severe bleeding status and adding 10% of her max HP to all her sword strikes. If Ariadne falls below 1/3 of her HP, she will immediately unleash a torrent of blood and become invincible for the rest of the turn. All characters within two range of her when this occurs will take 20% of her max HP as damage. This is an AoE, so it cannot be dodged but it can be defended against. In this state, Ariadne will have the lethal bleeding status but will add 20% of her HP to her sword strikes. Her blood will begin to erupt with the power of the Dark Soul, changing her weapons from blade/blood to blade/blood/dark type damage. This will only work on pure weapons, removing proficiency and pure stone boosts, but not Weapons Mastery. This ability cannot be removed by strategist. If she chooses, she may forcibly enter the final state of this form if she stabs herself a final time to induce lethal bleed (or starts her turn while lethal bleeding). This will trigger the AoE, but it will remove the life-saving aspect of this ability. Costs: 15 pg

Blood Demon Art (II+Needled): Dark Soul Vileblood Inferno: Signature ability. This may only be done in the final stage of their Dark Vileblood Ability. This will add fire-type damage to their weapons, but this fire-type damage ignores all resistances and immunities. In this state, this character will gain +10 (+20) speed and will increase its burn chances by 30% (60%). On top of this, this blazing inferno will increase the range of her weapons by 1 (2). Unfortunately, the burning Dark Soul strives to consume even the demon who wields it. This will cause the user to lose 20% of their HP at the start of each turn. In the needled state, once this character lights themselves ablaze they will harm foes who strike them or start their turn next to them. If a foe strikes Ariadne with a close-range melee or body-type attack, they will suffer 50 (850) (8,850) (9,850) (10,850) (92,225) (184,450) (368,900) (405,790) dark/fire type damage. This damage cannot be defended but it can be resisted. Foes who start their turn adjacent to Ariadne will suffer the same damage. The fire aspect of this, similar to the flame on her weapons, cannot be resisted. Costs: 6 pg

Spiraling Finish Strike: An incredibly advanced form of the ability Finish Strike. This ability requires the user to be at least 1GM in whatever melee weapon they are using. First, this character performs a spin attack, striking all foes within range of their melee weapon(s). This spin attack will only strike once. However, foes will not be able to counter until the character performs the second part of the attack. This character then leaps into the air and stabs its primary weapon into the chest of their foe. This leaping attack may target any foe within 3 spaces of where the spin attack was performed and move two spaces towards them. This attack will deal 3x the total might of the weapon's normal strikes. The enemy cannot counter-attack this move, but enemies struck by the spin attack can depending on where this character ends its movement. This ability takes four turns to recharge. This blow has a 60%  to give an enemy the severe bleeding status. Having this move will prevent the character from using normal Spin Attack and Finish Strike. Costs: 6 pg

Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg


Cloak Wings: Gives this character the ability to fly. Will improve movement by +3 when in flight. Costs: 2 pg Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include bonus damage for the armor skill stat. Costs: 2 pg


Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status-clearing move. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (50%) (100%) (+30%) (+60%) chance to burn the enemy with each strike. Costs: 4 pg

Pouring Wounds (II): 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% (80%) (100%) (150%) (200%) of the time. This ability only activates on physical attacks.  Costs 3 pg

Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. 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

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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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

Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 pg

Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25%. However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. 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. Costs: 4 pg (5x)

Age of Dark: As a result of usurping the First Flame into the Dark Soul, this character has been empowered. This character will increase all Dark damage by +10% (20%) on top of all multipliers, as well as increase their Speed and Skill by +10. The wielder of the Dark Soul will increase their Dark-type damage by 20%. Cost: Usurpation of the First Flame 

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 melee level.

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 Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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) Savage Cloak: This character may add (x2) their cloak damage to all their sword-type attacks. This will include bonus damage for the armor skill stat. Costs: 2 pg

(TBA) Blood Demon Art: Dark Soul Vileblood Inferno: Signature ability. This character may take its turn to ignite their dark, oil-like blood. This may only be done in the final stage of their Dark Vileblood Ability. This will add fire-type damage to their weapons, but this fire-type damage ignores all resistances and immunities. In this state, this character will gain+10 speed and will increase its burn chances by 30%. On top of this, this blazing inferno will increase the range of her weapons by 1. Unfortunately, the burning Dark Soul strives to consume even the demon who wields it. This will cause the user to lose 20% of their HP at the start of each turn. Costs: 6 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

(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) 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

(TBA) Rally: Bloodborne exclusive ability. When attacked, this unit has a chance to regain some of the damage dealt back as health. For each time this unit counterattacks and hits the opponent, it gains 15% of the damage it took back as health. Costs: 3 pg

(TBA) Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. 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

(TBA) 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 the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg

(TBA) 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

(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 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) 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 (other) turns. Costs: 4 pg

(TBA) Critical Hit: Once (twice) 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 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg

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

(TBA) Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 pg

(TBA) Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. Costs: 5 pg

(TBA) Cruel Impale. This character may choose to stab a foe and then lift them up from the ground. This will cause their melee attack to only strike once. However, if the attack lands, the weapon will stab through any foe who is the same size class or smaller. This will reduce the evasion of the enemy to 0, but it will also reduce the avoid of the character using the ability by 50 and their movement by 4. The enemy may attack this character or other nearby characters, but they will not be able to move out of the space they have been lifted into the air on. On his next turns (or on counters) this character may use any attack type to strike the foe except for the weapon and arm holding the foe aloft. This move may hold an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if this character is struck by other characters it will quickly break the pinned character free. At any turn after stabbing into the foe, this character may choose to cast the away with a mighty swing. This will deal the regular melee weapon damage to the foe (ignoring shields and barriers), and may launch them up to two spaces away. If the tossed foe strikes an opponent, that opponent will take half the damage of the normal melee weapon strike. This damage will be like throw damage, ignoring defense and resistances. Costs: 6 pg

(TBA) Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two (4) spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. (With the power stone, all attack types may trigger savage blow. Including AoEs, Assualt Moves, and even Counter Attacks). Costs: 5 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 2x damage strike. Costs: 5 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

(TBA) Devourer Of Hundreds: This character has consumed hundreds of lives. This act will boost their total HP by 10%. Cost: Minimum of 300 feedings

(TBA) 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

(TBA) Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

(TBA) Way of the White Corona: An ancient miracle that has been fine-tuned and weaponized over eons by the Slave Knight. This attack will place 5 circular spell blasts on a tile in front of Gael. If an enemy is on that tile, they will be struck by all five spells, but they will only calculate their dodge once, thus causing them to be hit by all the attacks or none of them. The spells will then launch out to both sides, straight forward, and at an angle, making a fan-shaped attack area. The spells will move out two spaces from the square they were initially placed on. If a character is at the furthest reach of the spell, they will be attacked by it once. However, if they are on the starting square, or the second square the spells travel through, they will be struck by the attack twice. Each spell has a base might of 50 magic/light/sacred type damage, and is improved by the attack stat and skill and item boosts of this character. This attack may be used once every three (other) turns. Enemies will have the opportunity to counter-attack between getting struck the second time if they are struck by the spells going out and then returning. Costs: 4 pg

(TBA) 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) 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 melee level.

(TBA) Call The Storm: At any given turn, this character may summon stormy weather. This does not take up the character's turn. In stormy weather, water type characters will receive normal boosts, abilities like thunder will have increased accuracy, and characters may be struck by lighting. For some reason, the character who summons the storm appears to have less of a chance of being electrocuted. Costs: 3 pg

(TBA) Dark Soul Barrage: Once every two turns, this unit may double the number of times its normal dark blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

Character Type: Melee, Destructive, Demon

Weakness: Weak to whip/tentacle/tail type damage. Mild ice and poison weaknesses. Weak to psychic damage. This character takes half damage from bleeding statuses. This character resists taunt and fear statuses. Resists dark type damage. 

-Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight, and sunlight exposure will shut off auto-healing for the next turn. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, demon-killing items/weapons/abilities, or cleave, it will not truly die and will not level down (though it will still fall in battle and may lose items).

With All Items:
Autoheal: 20% (30%) (50%) 
-88% damage on Bleed
-50% damage on Burn and Poison
-75% to Bleed, Burn, Poison
-50% to Freeze, Radiation, Disease
-10% taken on physical attacks
Immune: Sunlight, Time, Autoheal Locking, Strategist
Extreme Resist: Bludgeon, Bullet, Martial, Throw, Ice, Fire, Explosion
Resist: Whip, Blade, Pierce, Sonic, Absorb, Dark, Magic, Lightning, Blood, Critical Hits, Parry/Ripostes, Perfect Strikes, Ambushes, Backstabs
Weak: Psychic

Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 133
Skill: 127
Move: 8

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