The Bomb Devil: Level 88
HP: 844,800 (2,534,400) (6,082,560) (7,907,328) (12,651,725) (17,079,828) (35,867,639) (53,801,459)(86,082,334 Heart and Soul)
Attack: 29,700
2OMEGA Martial: 4,000
3OMEGA Explosion: 6,000 (18,000)
Martial Attack: 29,700 (33,700) (101,100) (202,200) (545,940)
Explosion Blast: 29,700 (30,200) (48,200) (385,600) (771,200) (2,313,600) (6,246,720) (12,493,440)
Ballistic Forged Fists: 1,000 (1,500) (31,200) (49,200) (393,600) (787,200) (2,361,600) (6,376,320) (12,752,640) (25,505,280)
Explosive Entrance: 2,000 (2,500) (32,200) (50,200) (501,600) (803,200) (2,409,600) (6,505,920)
Explosive Launch: 20 (520) (30,220) (48,220) (385,760) (771,520) (2,314,560) (6,249,312)
Explosive Finish: 50 (550) (30,250) (48,250) (386,000) (772,000) (2,316,000) (6,253,200)
Fuse Mine: 800 (1,300) (31,000) (49,000) (392,000) (784,000) (2,352,000) (6,350,400)
Defense: 29,000 (58,000) (116,000) (174,000)
2OMEGA Armor: 4,000
Bomb Fuse Flesh: 2,000 (60,000) (64,000)
Glistening Vallite Steel Under-armor: 300 (64,300)
Reze's After-Work Outfit: 600 (64,900)
Black Bomber Jacket: 150 (65,050) (130,100) (195,150)
2OMEGA Shield: 4,000
Raw Explosion Shield: 1,000 (7,000) (11,000) (88,000) (176,000) (528,000) (1,056,000) (1,056,000)
Raw Explosion Shield: 1,000 (7,000) (11,000) (88,000) (176,000) (528,000) (1,056,000) (1,121,050)
Raw Flame Shield: 1,000 (7,000) (11,000) (88,000) (176,000) (528,000) (1,056,000) (2,177,050)
Raw Flame Shield: 1,000 (7,000) (11,000) (88,000) (176,000) (528,000) (1,056,000) (3,233,050)
Smaugscale Pendant: 100 (6,100) (48,800) (97,600) (195,200) (3,428,250)
Smaugscale Pendant: 100 (6,100) (48,800) (97,600) (195,200) (3,623,450) (7,246,900) (18,117,250) (27,175,875)
Speed: 330 (350) (355) (385) (421) (+30) (+FoD x1.2) (+10 speed; +10 avoid) (+25 avoid) (+20 avoid) (+30 avoid) (+30 avoid vs weapons) (+20 avoid when attacking)
Skill: 360 (370) (390) (400) (440) (476) (+10) (+FoD x1.2) (+5) (+30 vs weapons) (+40 hit when initiating) (+30 hit)
Move: 8 (9) (12 Flying Movement)
Items:
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
The Radiant Heart: A Legendary heart. This heart will boost blinding light debuffs by x1.5. This heart will double the HP of the holder.
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
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.
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
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.
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 dropped at death.
10-Heart Containers
TNT Block: This item may be stored in the core of explosion oriented characters. This item will add 500 base might to their regular explosion blasts as well as their self-destruct oriented abilities.
2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
2-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Thor's Brutal Wrappings: These martial weapons may be placed over forged body weapons. They will boost the damage of the martial attacks of this character when attacking a foe who has a weapon equipped by 50% along with adding +30 skill/avoid.
Reze’s Ballistic Forged Fists: +10 speed/skill. Demonic fists forged into Reze using an Omega Forge. These fists will add 1000 base might to her 1 range explosion attacks. Reze may take a turn to change her fists into missiles. This will cause their damage to be calculated as a missile subtype, but will also cause both fists to be counted as separate weapons (thus granting two sets of speed and skill boosts). This will allow the use of Weapon Seals, and Rapid Fists will be considered the same as Duel Wield. Her hands will stay missiles for 1 engagement. These missile limbs will deal 100% more damage than her normal 1 range attacks.
Reze's Bomb Fuse Flesh: +10 speed/skill. Demonic Forged Flesh made in an Omega Forge. This flesh will add 2000 to the base defense stat of Reze. This flesh grants innate extreme resistance to Absorb, Sonic, Psychic, and Dark type damage. This flesh allows Reze to be very subtle in hiding her explosive fuses. It no longer takes her action to place them, and she may place them before or after she moves.
Starved Devil Forged Fangs: Omega forged fangs. These fangs grant an additional 2000 base might to the biting attacks of the Devil. They also unlock the ability “Devil Blood Feed” for free.
Glistening Vallite Steel Under-armor++: This armor is extremely thin and can be worn under normal armor. It is made of purified Vallite steel and provides immunity to Water and extreme resistance to Magic. Base 300 (600) defense.
(Equipped)Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.
Reze’s After Work Outfit: This special piece of armor will cause flame element barriers to be treated as explosion type barriers. This allows Reze to gain a more notable defense. This armor resists Air, Earth, Light, and Energy type damage. This armor is highly susceptible to wear. Base 300 defense.
Black Bomber Jacket: This unusual cloak will boost the avoid of The Bomb Devil by 30. It will also add an additional 20 avoid after she uses the ability Explosive launch until she lands at the end of her turn. Base 150 defense.
Reze’s Choker: A piece of clothing that helps conceal Reze’s hybrid trigger, promoting the idea of individuality and humanity. +10 skill.
2-Raw Flame Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the fire and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in fire to use this shield.
2-Raw Explosion Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the fire and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in fire to use this shield.
Sardilic Crystal Skillful Ring of Power: A Legendary Item. A character may only hold one Ring of Power. This ring will increase the holder’s speed by 30, skill by 40, and HP by 40%. This ring will also grant the character access to the first tier of any fear ability of their choice, excluding signatures. This will grant access to the second tier of Panic. A character chooses this ability once and will then be locked to it. Wearing Sardilic Crystal may have negative impacts on the mind of the holder.
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.
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.
Elite Demonstone: This stone allows much better control of the demon form. It will boost the bonuses of the demon form by 50%.
Dream Demon Pocket Watch: A beautiful watch that makes a rhythmic ticking. Listening to this ticking grants extreme clarity to the mind of any demon holding it. This will boost the percent changes granted by the ability of Demon Sense by adding 10% to both possible alterations.
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)
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. Howerver, 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.
Ring of Arrogant Defense: This ring breeds unwise arrogance in the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
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.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Kindred of Radiation Ring: This ring will cause the character to boost their attack damage by 30% if any character within two range has a radiation status.
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.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.
Concealment Ring: This ring will grant the ability Conceal Presence to Stealth Type units for free. This item, is easily lost or stolen
Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
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). This item is easily lost or stolen.
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.
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.
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).
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%.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. This item is easily lost or stolen.
Bloodbath Ring: This ring will grant access to pay for the ability Bloodbath even if the holder does not normally have the required personality. If the character has the ability already unlocked naturally, this ring will double the bloodbath boosts. This item is easily lost or stolen.
Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.
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
Terminal Radiation Crystal: The radiation statuses of this character will kill characters and ignore life-saving abilities. This item is incredibly difficult to lose or steal.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.
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.
Cursed Binding Ring: A ring that commands those wearing a Cursed Pact Ring. This ring will allow the holder to share the control held by the pact holder. The pact holder’s control will trump the power of this ring, but aside from that this ring can grant total control of a character. Pact Holder: Alastor
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.
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.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
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.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
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.
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.
Sewing Ring: A ring that grants extreme resistance to Pierce. Very valuable but also easily lost of stolen.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
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 45%.
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.
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.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more 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).
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% more panic.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped 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.
Explosion Willow Core: This unusual item will double the Explosion skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
4-Pom of Power (Explosion): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed.
Reality Bomb Core-Legendary Explosion Gem: Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most explosion-wielding characters. This will also double the total damage of any and all attacks that are enhanced by explosion element.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
12-Bomb Badges+Explosion Plate
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Abilities:
Bomb Devil's Explosive Entrance (III+Needled): Signature ability. This character must pull a grenade pin on their choker in order to transform into the Bomb Devil and gain access to her "Bomb Devil" Signature. When Reze first transforms, her head will explode. This will cause her to immediately lose 20% of her HP. However, all characters within three (5) range will be struck by an AoE. This AoE boasts 50+ hit, and 100+ hit if they are surprised by the attack. The attack is a 2000 base might explosion type attack. The attack will never be countered by foes it strikes. If the foe is caught off guard, this attack will deal 3x damage. If the foe is caught of guard but not because of the ability Conceal Presence, this initial explosion will deal a staggering 9x damage. From this point on, Reze will be form shifted to a Devil form. In this form, Reze will increase her speed and skill by 20 (24) (36) and her total damage by 100% (120) (170%). In this third tier of the ability, Reze may sacrifice 30% of her HP to throw her head three spaces away. Her head will explode dealing the same damage as the initial transformation explosion. She may then choose to regrow her body at that space or regrow her head on the space she started at. If she regrows her body, she may then control her headless body on the next turn. This body may move, and upon finishing its movement it will also detonate with a blast that is the same size and half as powerful as the initial transformation damage. This ability now will always cause Severe Bleeding upon striking foes. Costs: 20 pg
Bomb Devil (II+Needled): Signature ability. This character’s explosion blasts can strike foes 1-3 range away. Rapid fists will boost the number of times these attacks strike. When at one range, these blasts are considered physical damage and are boosted by inhuman strength while still considered pure explosion-type damage. This ability fails underwater. At second tier, this ability will calculate the resistance of a foe to explosion by reducing it one-tier. Martial-type activated combat abilities may be used in tandem with this ability (at one range). In the Needled State, Reze may break off pieces of her fuse-like body and use them as mines. She may hide these on the map, and they will detonate when a foe walks over them or if Reze spends her action on her turn to detonate them. These explosives will strike all adjacent tiles. They may also be stuck directly onto a character, but this suffers -40 hit. However, if the foe is not expecting this fuse to be placed on them, it gains +40 hit and will not alert them. Multiple pieces of Bomb flesh may be attached to a foe if Reze spends multiple turns doing so, but she will be able to choose when it detonates and this will not take her turn. Placing bomb flesh mines costs Reze 5% of her HP. The base might of the explosions is 800 Explosion Type Damage. Costs: 8 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 (x1.2) for each point that belongs to them. Their total damage and defense will also be boost by 4% (+20%) 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
Outmaneuver Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg
Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% (100%) of the foe’s defense. It will also reduce the foes defense by 50% (100%) for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four (other) turns. Costs: 5 pg
Blinding Explosions: This attack will remove dark lighting-based boosts from a foe. It will also cause the foe to suffer -30 (-45) (-90) hit during their counterattack. This ability applies to all initiated explosion-type abilities used by this character. Costs: 3 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% (50%) to any dodge, hit, or a 15% (25%) to any skill activation chance once every three (other) turns. Costs: 4 pg
Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (15%) (30%). 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 (+Ring)
Explosive Finish: When this unit falls in battle, it will release an explosion and strike all adjacent spaces, hurting both friends and foes. The base might of this attack is 50 explosion-type damage. This attack cannot be dodged, but it can be defended against. Costs: 1 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Explosive Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 explosion type damage. Costs: 5 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
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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 (Fangs)
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (30%). 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 (Ring)
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 a single attack set. However, regardless of whether or not the attack set is dodged, after the enemy attacks, this unit must move one space. Being unable to move this one space will cause this ability to fail. This can allow it to close the distance between itself and the enemy, or allow it to retreat. This ability may trigger multiple times during an engagement. Costs: 4 pg (Midnight Woodgrain Ring)
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 (Ring)
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 (Medallion)
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 (Miracle Scale)
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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
Bomb Devil Desolation: Legendary Explosion Gem Ability. If this unit reaches near the center of the map, it may detonate, Destroying itself and striking every unit on the map. This is an AoE and cannot be dodged. The base might of this attack is 500. This is extremely heavy explosion/radiation type damage. This attack will harm allies. This attack has a 50% (60%) (85%) chance of taking radiation poisoning. After this attack lands, the map will be subject to nuclear fallout. Any unit standing on the map will have a 50% (60%) (85%) chance of taking radiation poisoning. This poisoning will deal 5% of their HP per turn and is hard to cure. It also ignores most immunities. This unit’s charred corpse will remain on the map for five turns. If not destroyed, this unit will regenerate fully even after this detonation. Costs: Legendary Explosion Gem
(TBA) Bomb Devil's Explosive Entrance: Signature ability. This character must pull a grenade pin on their choker in order to transform into the Bomb Devil and gain access to her "Bomb Devil" Signature. When Reze first transforms, her head will explode. This will cause her to immediately lose 20% of her HP. However, all characters within three range will be struck by an AoE. This AoE boasts 50+ hit, and 100+ hit if they are surprised by the attack. The attack is a 1000 base might explosion type attack. The attack will never be countered by foes it strikes. If the foe is caught off guard, this attack will deal 3x damage. From this point on, Reze will be form shifted to a Devil form. Costs: 5 pg
(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 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 spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This damage will not take resistances or weaknesses into consideration, but total immunity/consuming abilities will impact this damage. Costs: 5 pg
(TBA) Raining Explosions: Once every other turn, this character may triple the number of times they strike with explosion-type blasts. This will not stack with other abilities that increase the number of times this character strikes. Costs: 5 pg
(TBA) Explosive Wall: If this character has activated an explosion type ability against a foe, on that foe's next phase, all attacks that targetted character uses against this character from 1 range will be debuffed by 75%. Costs: 4 pg
(TBA) Bomb Devil's Explosive Entrance (II): Signature ability. This character must pull a grenade pin on their choker in order to transform into the Bomb Devil and gain access to her "Bomb Devil" Signature. When Reze first transforms, her head will explode. This will cause her to immediately lose 20% of her HP. However, all characters within three range will be struck by an AoE. This AoE boasts 50+ hit, and 100+ hit if they are surprised by the attack. The attack is a 1000 base might explosion type attack. The attack will never be countered by foes it strikes. If the foe is caught off guard, this attack will deal 3x damage. From this point on, Reze will be form shifted to a Devil form. In this form, Reze will increase her speed and skill by 10 and her total damage by 50%. Costs: 10 pg
(TBA) Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg
(TBA) Bomb Devil: Signature ability. This character’s explosion blasts can strike foes 1-3 range away. Rapid fists will boost the number of times these attacks strike. When at one range, these blasts are considered physical damage and are boosted by inhuman strength while still considered pure explosion-type damage. This ability fails underwater. Costs: 4 pg
(TBA) Explosive Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 70 explosion-type damage. This ability also immediately breaks two barriers. Costs: 4 pg
(TBA) Bright Explosions: The explosion type attacks of this character will remove darkness boosts from any character they are used against for a full turn. This will include during the attack itself. Costs: 1 pg
(TBA) Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
(TBA) Intimidate: Fear type ability. When this character first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 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) 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) 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
(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) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg
(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg
(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Explosive Finish (II): When this unit falls in battle, it will release an explosion and strike all adjacent spaces, hurting both friends and foes. The base might of this attack is 100 explosion-type damage. This attack cannot be dodged, but it can be defended against. Costs: 2 pg
Character Type: Destructive, Martial, Demon
Weakness: Weak to water and spear damage. Binds and holds will hold this character for twice as long (inhuman strength makes this neutral). Immune to explosion. Extremely resists fire and saw.
Innate Immune: Explosion.
Innate Extreme Resists: Fire, Saw.
Immune: Water.
Extreme Resist: Magic.
Resist: Air, Earth, Light, Energy, Dark, Lightning, Blade, Pierce, Poison.
Statuses: bleed, disease, burn, and poison damage; poison chance.
Weakness: Spear.
Caps:
HP: Low
Attack: 800
Defense: 100
Speed: 140
Skill: 170
Move: 7
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