HP: 144,000 (288,000)
Attack: 1,500
5GM Bite: 1,000
5GM Martial: 1,000
3M Air: 60
Bite: 1,500 (2,500) (4,300) (8,600) (25,800) (77,400) (154,800)
5GM Armor: 1,000
Skill: 160 (-10) (+30)
Move: 9 (10) (13 (14) flying)
Items:
Great Serpent Viscera
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
(TBA) 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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities,
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 increases the chance of bleeding statuses by 20%.
8 (10)-Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
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:
Theracus' Carry (II): Theracus Signature ability. Before moving, Theracus may pick up two adjacent small or very small characters. During Theracus' movement, the characters will be considered as mounted on Theracus. After moving, he may choose to use his action that turn to dismount up to two units that are riding him. Costs 12 pg
Tailwind: This user may take a turn to boost it and all adjacent allies speed by 10 for the next three (four) turns. Costs: 4 pg
Traumatizing Blows (II): 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 60% (80%) of the time. This ability only activates on physical attacks. Costs: 6 pg
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 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.
Heavy Peck: This character may alter their biting attacks to be pecks. This makes the damage pierce type damage. This heavy peck gains +30 skill and will ignore half the enemy defense. However, pierce damage deals significantly less wear. Costs: 5 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
(TBA) Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
(TBA) Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged character will activate this ability against them. Costs: 8 pg
(TBA) Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. Costs: 3 pg
(TBA) Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
(TBA) Theracus' Carry: Theracus Signature ability. Before moving, Theracus may pick up an adjacent small or very small character. During Theracus' movement, the character will be considered as mounted on Theracus. After moving, he may choose to use his action that turn to dismount any unit that is riding him. Costs 6 pg`
(TBA) Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
(TBA) Wing Shield: This character may shield themselves with their wings. This will prevent them from flying or countering with these wings. However, it will create a barrier that is equal to the total might of their wing attacks. Unfortunately, this can result in the destruction of the wings and the crippling of the character from flight for the battle. Costs: 4 pg
(TBA) Beast 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 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg
(TBA) Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
(TBA) Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 pg
(TBA) Stir The Sky: This unit may take a turn to augment its rider's primary weapon with air type damage. Both this unit and its rider must spend a turn to accomplish this. The augment will add air type damage as well as skill and item boosts, and it will also boost the total damage of those attacks by 50%. Costs: 6 pg
Character Type: Mount, Beast, Support
Weakness: Weak to claw and bite. Extreme weak to arrow. Extreme resists air. Resists martial.
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