Wednesday, June 15, 2022

Cosmo






Haloween!!: Level 84
HP: 620,400
Attack: 18,200
5GM Psychic: 1000
5GM Bite: 1000
5GM Martial: 1000
Martial Attack: 18,200 (19,200)
Bite Attack: 18,200 (19,200)
Psychic Blast: 18,200 (19,200) (153,600)
Defense: 18,200
5GM Armor: 1000
Cosmo's Comfy Outfit: 500 (18,700) (19,700)
5GM Shield: 1000
Speed: 315 (325) (365 avoid) (380 avoid) (410 avoid) (430 avoid) (455 avoid)
Skill: 280
Move: 8 (9)


Items:

Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.

Acrobat's Wrappings: +25 avoid. This item counts as a martial weapon. It may only be used if the character holds no melee weapons and the Acrobat's Tradeoff item. 

Cosmo's Comfy Outfit: + 30 avoid. This outfit allows the Cosmos fiend to run around serious battles without much to inhibit her random-seeming antics. This armor prevents wearing any other form of armor. If Quanxi is within 5 range of where Cosmo ends her turn, Cosmo may take an additional full turn. 

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

Ancestor’s Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

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.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

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.

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.

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.

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.

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.

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.

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 to 45%.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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

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

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

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. 

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.

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.

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.

Psychotic Mental Point: This rare item will double the range of brain-assaulting abilities.

Devilish Destruction Charm

14-Twisted Spoons

Abilities:

All Out Halloween (II+Needled): Signature Ability. Cosmo must spend a turn charging. After doing this, she will launch a mental assault at a foe. She may move after charging, and this status has 1-3 (6) range. The chance of this status succeeding is much higher if the foe is stunned or flinched beforehand, allowing this status to work even on very high-minded or psychic characters, causing them to take a single-tier higher debuff. For every % of HP the foe has lost, this ability will increase in the skill/avoid debuff of the foe by 1 (2) and the %build of Panic by 1% (and the % damage of Panic by 0.5%). Once this ability triggers, the foe will immediately take the status debuffs listed as all the information held in the entire cosmos pours into their mind:
Basic Animals: -80 (-120) (-240) skill/avoid, -4 (-6) (-12) move, 2 turns stunned, 5 turns of debuff
Basic Humans: -40 (-60) (-120) skill/avoid, -2 (-3) (-6) move, 1 turn stunned, 3 turns of debuff
Humans who have endured Infininity or Beings with extremely fast minds: -10 (20) skill/avoid, -1 (2) move, 1 turn of debuff
Beings with nigh omniscience or vast understanding: -0 skill.
As long as the foe is in debuff, they will not be able to speak any words other than "Halloween".
If Cosmo has Panic, this ability can trigger panic. The Panic will trigger at the start of the ability and at the start of each turn the foe is stunned. The panic %build per turn will equal the amount of skill the character suffers as a debuff. However, she will not trigger Panic in the normal manner. Killing the Cosmos devil removes the debuffs to all impacted characters. If this character has the ability Irreparable Mental Trauma, then the debuffs granted by this ability cannot be removed by items or abilities. If the characters struck by this ability are in the two worse tiers, items cannot protect them from the stun. Costs: 20 pg

Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10% (20%). If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. (Note, this ability does not trigger normally). Costs: 10 pg

Irreparable Mental Trauma (II): The panic damage given by this character cannot be removed by auto-healing. The brain is a fragile thing and is not easily mended. Panic will also immediately induce a bleeding status. Costs: 8 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

Unaware: This character ignores the conditional stat buffs of foes. Unlike a mental point, this ability has no cut-off. However, it does not ignore Form Shift stat buffs or Augment stat buffs. Having this ability will halve the efficacy of conditional stat buffs benefiting this character. The efficacy of debuffs on an unaware character are also increased by 50%. Costs: 10 pg

Unnerve: Enemies within ten (20) 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

Cute Charm: If this unit has units within five spaces of it that think it is cute, their total attack damage will be doubled. This will usually only activate once. Costs: 3 pg

Devil Blood Feed: Devils from the world of chainsaw man may feed on blood to heal. If using biting type attacks on foes, they will heal 20% of the damage they deal. If using a biting attack on a bleeding foe, they will heal 100% of the damage they deal. If a Devil consumes a blood based item, such as a blood vial, they will heal twice as much as most other units. They will also heal bleeding, real damage blows, dismemberment, and other forms of physical trauma. If they start a turn adjacent to a bleeding character, they will heal 20%. Starting next to a bleeding character will also cause their body to heal itself of trauma. Costs: 7 pg

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 turns. Costs: 4 pg

Fear of Devils (III): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 2 for each point that belongs to them. Their total damage and defense will also be boost by 4% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional Costs: 8 pg

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) Irreparable Mental Trauma: The panic damage given by this character cannot be removed by auto-healing. The brain is a fragile thing and is not easily mended. Costs: 4 pg

(TBA) All Out Halloween: Signature Ability. Cosmo must spend a turn charging. After doing this, she will launch a mental assault at a foe. She may move after charging, and this status has 1-3 (6) range. The chance of this status succeeding is much higher if the foe is stunned or flinched beforehand, allowing this status to work even on very high-minded or psychic characters, causing them to take a single-tier higher debuff. For every % of HP the foe has lost, this ability will increase in the skill/avoid debuff of the foe by 1 and the %build of Panic by 1%. Once this ability triggers, the foe will immediately take the status debuffs listed as all the information held in the entire cosmos pours into their mind:
Basic Animals: -80 (160) skill/avoid, -4 (8) move, 2 turns stunned, 5 turns of debuff
Basic Humans: -40 (80) skill/avoid, -2 (4) move, 1 turn stunned, 3 turns of debuff
Humans who have endured Infininity or Beings with extremely fast minds: -10 (20) skill/avoid, -1 (2) move, 1 turn of debuff
Beings with nigh omniscience or vast understanding: -0 skill.
As long as the foe is in debuff, they will not be able to speak any words other than "Halloween".
If Cosmo has Panic, this ability can trigger panic. The Panic will trigger at the start of the ability and at the start of each turn the foe is stunned. The panic %build per turn will equal the amount of skill the character suffers as a debuff. However, she will not trigger Panic in the normal manner. Killing the Cosmos devil removes the debuffs to all impacted characters. Costs: 10 pg

Character Type: Status, Psychic, Demon

Weakness: Weak to dark type damage. Immune to mental statuses. Entering the mindscape of this character is extremely unwise. Unaware does not reduce the Fear of Devils Buff for this character.

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