First Officer Bok Bur Na: Level 78
HP: 480,000 (960,000 1UP+Draught of Life) (1,920,000) (2,880,000) (4,320,000 Heart and Soul)
Attack: 8,300
5GM Sword: 1000
5GM Marksman: 1000
5GM Energy: 1000
5GM Poison: 1000
5GM Psychic: 1000
5GM Water: 1000
5GM Explosion: 1000
Marro Pirate Blunderbuss: 1500 (9,800) (10,800) (11,800) (12,800) (13,800) (110,400) (213,900) (317,400) (634,800)
Marro Hivelord Long Ranged Plasma Rifle: 1500 (9,800) (10,800) (11,800) (12,800) (13,800) (14,800) (118,400) (229,400) (340,400) (451,400) (902,800) (1,354,200)
Marro Hivelord Long Ranged Plasma Rifle: 1500 (9,800) (10,800) (11,800) (12,800) (13,800) (14,800) (118,400) (229,400) (340,400) (451,400) (902,800) (1,354,200)
Utgar's Cutlass: 3000 (11,300) (12,300) (13,300) (14,300) (15,300) (122,400) (244,800) (359,550) (374,850) (749,700) (1,124,550)
Psychic Blast: 8,300 (9,300) (74,400) (148,800)
Defense: 8,300 (16,600)
5GM Armor: 1000
Marro Pirate Armor: 600 (17,200) (18,200) (27,300)
5GM Shield: 1000
Psychic Barrier: 600 (1600) (2600) (20,800) (41,600) (83,200) (101,400)
Mergo Feather Pendant: 100 (1100) (8,800) (17,600) (35,200) (136,600)
Hydrascale Pendant: 100 (1100) (8,800) (17,600) (35,200) (171,800)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (204,800)
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (237,800)
Psychicscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (270,400)
Posionscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (303,080)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (333,680)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (364,280) (546,420)
Mergo Feather Pendant: 100 (1100) (8,800) (17,600) (35,200) (136,600)
Hydrascale Pendant: 100 (1100) (8,800) (17,600) (35,200) (171,800)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (204,800)
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (237,800)
Psychicscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (270,400)
Posionscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (303,080)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (333,680)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (364,280) (546,420)
Speed: 278 (283) (293)
Skill: 265 (280) (+30 hit) (+40 hit when initiating)
Move: 8 (9) (10)
Items:
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.
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.
Marro Heart: This item prevents the use of Legendary Hearts on this character. It will boost the HP of the character by 50%. All ally buffs granted by this character may now only apply to Marro or Wislinu units. All ally boosts granted by this unit may now stack.
Marro Pirate Blunderbuss+++: A brutal weapon. Unlike regular Marro blasters, this weapon requires surgery to bind the blood vessels of the character with this weapon. The character must have toxic blood in order for the weapon to function. Base might 1500. 1-3 range. Energy/Explosion/Poison type damage. This weapon may be improved by Hydro Boost. This weapon prevents the use of the ability "Sniper Shot". This weapon deals 50% more damage at 1 range. +50 hit at 2+ range.
Utgar's Cutlass+++: +10 speed. A powerful cutlass grafted into the arm of Bok Bur Na. This weapon will unlock and double the impact of the ability "Utgar's Cutlass". This weapon boasts 3000 base blade/psychic/poison/energy type damage. This weapon may be augmented with poison damage. This weapon removed Dual Wield/Gunner debuffs. As a cutlass, this weapon deals 50% more damage when used with the ability "Swashbuckler".
2-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
2-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
3-EMP: Range 2. All squares adjacent to this lobbed projectile take 70 energy type damage. This cannot be dodged, but it can be defended against. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns.
3-Electro Nets: Capture items. Using this item will consume it. -20 hit. 2 range. If this hit lands on the foe, they will be trapped in an electrical net. This net can only catch small or very small foes. If a foe is in this net and has less than 50% HP, they may be freely moved by enemies as if they were captured. However, the foe can still attack... but they cannot move unless they free themselves from the net. The foe will have a 30% chance to free themselves at the start of each turn. Allies may come and try to free them, spending their turn to have a 50% chance at success. Every turn a character starts in this net will result in them losing 10% of their life via an electrical shock. This net will not kill a foe. If a foe is brought below 10% HP, they can no longer struggle to escape and may be fully captured by a single foe. Being caught in this net drops the movement of a foe by 3, prevents any sort of flying or teleportation, and drops their speed by 10. Crafting these nets is expensive and time-consuming, and only a few factions know how to properly do it.
Marro Pirate Armor++: +1 movement. Armor designed for aquatic combat. This armor will double the total defense of the character if they are swimming. While in water, grants immunity to fire-type damage. Grants resistance to whip, blade, and air-type damage. Base defense 600.
Utgar's Pledge: This magificent item was given only to Utgar's highest generals before his death at the hands of Sardilic. This item will boost the skill of Bok Bur Na by 15.
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.
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.
12-Twisted Spoon+Psychic Plate
Monstrous Forged Eye: This eye has been implanted into this character. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).
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%.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well.
Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
Pirate's Dabloon: This rare item will improve looting and Thief rolls by 10. This item itself very rarely drops or is stolen (5% chance). This buff is doubled for Pirate characters.
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.
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.
Dual Augment Ring: If this character has two weapon augments, they may activate them both at once. This does not necessarily mean the augments will stack, but it does allow them to use separate augments of separate weapons.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
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.
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.
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.
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.
Vile Poison: The poison attacks of this character cannot be consumed. The poison attacks of this character will always harm allies.
Devilish Destruction Charm
Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts).
4-Poms of Power (Psychic, Water, Poison, Energy)
12-Twisted Spoon+Psychic Plate
12-Water Gem+Water Plate
12-Energy Gem+Energy Plate
24-Poison Bloom+Poison Plate
Razor Stone+Razor Plate
Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 600
Razor Stone+Razor Plate
Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 600
Boots: +1 move
Abilities:
Utgar's Cutlass: This ability may only be used when the character is holding the weapon of the same name. If this Cutlass is used to kill a character, it will absorb their lifeforce. This gives 35% chance for Bok Bur Na to heal 30% (60%) of his HP when he kills a character. This may heal Bok Bur Na above his normal max HP cap. If this ability triggers, it will also trigger the ability Bloodlust, Bloodbath, and Frenzied Blood each twice (four times). Costs: 5 pg
Bok Bur Na's Intimidate: Signature ability. Small or Very Small characters who are within 3 range of Bok Bur Na will have their total defense reduced by 30% (60%) when being attacked by a Captain or Pirate type unit. This includes Bok Bur Na himself. This is a fear ability. Costs: 4 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) 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
Swashbuckler: Swashbuckler: Pirate class ability. If this character is dual wielding a melee weapon and a marksman weapon, they may take two separate engagements during a turn. One with the fire arm and the other with the melee weapon. These two engagements may be against the same foe or against two separate enemies. Melee or marksman skills may be activated, but dual wield will always be active (so two handed stance or other similar abilities will not be calculated). Foes will counter each engagement individually. Costs: 5 pg
Bloodbath: 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
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
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
Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water type damage. Costs: 4 pg
Poison Weapon: This character may take a turn to augment its weapon. This will give the weapon poison-type damage and grant it the wind-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Hydro Boost: This character may take a turn to augment their blaster with water-type damage. This will add water-type damage to the weapon and boost its total might by 50%. This augment lasts for 3 turns. If this character is in water, then this buff will be a 100% damage boost, and the cooldown for the augment will be refreshed. Costs: 6 pg
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 characters will activate this ability against them. Costs: 8 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 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
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
Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg
Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Dual Gunner: 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 Marksman level.
Character Type: Melee, Marksman, Psychic, Monster
Weakness: Weak to fire damage. Immune to poison and the poison status. Immune to mind control. Resists Psychic.
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