Wednesday, December 21, 2022

Yuichiro Kurono






The Ash Reaper: Level 76 (64)
HP: 255,000 (510,000 Viscera) (1,020,000 Mako Cells) (1,530,000 Heart+Soul)
Attack: 3,000
5GM Sword: 1,000
5GM Knife: 1,000
5GM Spear: 1,000
1GM Scythe: 200
1GM Throw: 200
5GM Fire: 1,000
5GM Air: 1,000
5GM Poison: 1,000
5GM Explosion: 1,000
Ash Sword: 2,000 (5,000) (6,000) (7,000) (8,000) (9,000) (18,000) (76,500) (139,500) (211,500) (423,000) (634,500)
Ash Knife: 1,000 (4,000) (5,000) (6,000) (7,000) (8,000) (10,000) (20,000) (85,000) (165,000) (235,000) (470,000)
Ash Great Katana: 3,000 (6,000) (7,000) (8,000) (9,000) (10,000) (20,000) (85,000) (165,000) (235,000) (470,000) (705,000)
Ash Spear: 2,000 (5,000) (6,000) (7,000) (8,000) (9,000) (18,000) (76,500) (139,500) (211,500) (423,000)
Defense: 3,000
5GM Armor: 1,000
5GM Shield: 1,000
Speed: 233 (238) (+5-20) (+25 avoid)
Skill: 256
Move: 8 (9) (10) (12)


Items:
Ash Sword: +5 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 2x the Skill damage boost might. (2,000)

Ash Knife: +10 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 1x the Skill damage boost might. (1,000)

Ash Great Katana: -15 speed. +15 hit vs mid-ranged melee weapons. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 3x the Skill damage boost might. (3,000)

Ash Scythe: This weapon will deal blade/fire/air/poison damage. Cannot be dual wielded. The base might of this blade is 3x the Skill damage boost might. Half damage when countering. (600)

Ash Spear: +15 hit/avoid against body. This spear deals pierce/fire/air/poison damage. This weapons will have 2x the Skill damage boost might of Spear Skill. (2,000)

Ash Reaper Uniform: This tailored outfit will cause the black smoke terrain of this character to have a 20% (70%) (120%) chance to induce the bleeding status for any foe who starts their turn in the smoke. This status afflicts the lungs and as such ignores almost all item and innate resistances to taking the status or taking the status damage. This armor grants resistance to Absorb, Poison, Sonic, and Psychic-type damage. This armor is very frail. Base 300 defense.

Ash Reaper Coat: This tailored coat will cause the black smoke terrain of this character to have a 40% (70%) (120%) (170%) chance to induce a poison status for any foe who starts their turn in the smoke. This poison boasts 100 (1,100) (1,900) (14,250) (28,500) (42,750) base might. This armor grants resistance to Air, Energy, Water, and Earth-type damage. This armor is very frail. Base 300 defense. 

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

Great Serpent Viscera

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

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 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%.

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

Pennance 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. 

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

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

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%.

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.

2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6. 

Fog Powder: This item will boost the range of the ability Fog Bomb by +1. This very rarely drops and is nearly impossible to steal

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.

Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.

Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations 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

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. 

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.

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.

Devilish Destruction Charm

Razor Stone + Plate

Fire Poms
 
12- Fire Gems+Flame Plate

12- Air Gem+Air Plate

12-Poison Crystal+Poison Plate

Rayquazascale, Smaugscale, Hydrascale Pendants

Airscale, Firescale, Poisonscale Pendant


Abilities:

Right Hand Eclipse (II): Signature ability. When Kurono places fog terrain, it will instead be a burning black smoke. This will cause all fog terrain he places to debuff the speed of foes standing in it by -10 (-15) and their skill by -20 (-30). Any foe starting their turn in the smoke will also have a 30% (60%) (70%) (120%) chance to take a burning status. This burning status burns from the inside out, causing it to ignore item-based resistances to taking the status or the status damage. Using breathing arts within this smoke will cause the arts to suffer a 2x cooldown time. Starting within this smoke for two turns in a row will completely lock all breathing arts... as well as breath attacks like those used by dragons. Starting within this smoke for three turns will cause the character to start suffocating and tier off 20% of their HP until they start their turn outside of the deadly cloud. If Kurono begins an engagement in this smoke terrain, he may immediately absorb the tile of smoke and crystallize the smoke into a weapon. The weapons are as follows:
Sword: +5 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 2x the Skill damage boost might.
Knife: +10 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 1x the Skill damage boost might.
Great Katana: -15 speed. +15 hit vs mid-ranged melee weapons. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 3x the Skill damage boost might.
Scythe: This weapon will deal blade/fire/air/poison damage. Cannot be dual wielded. The base might of this blade is 3x the Skill damage boost might. Half damage when countering.
Spear: +15 hit/avoid against body. This spear deals pierce/fire/air/poison damage. This weapons will have 2x the Skill damage boost might of Spear Skill.
These weapons last for 3 turns.
At second tier, Kurono may absorb all smoke tiles that are connected to the tile he is standing on. Each tile of smoke he absorbs and clears will buff the total damage of the weapon he creates using that smoke by 5% (x.65 for each Fog Bomb). He will also be able to leave a tile of smoke in any tile he throws a weapon into. This destroys the weapon but replaces it will a tile of smoke.
Costs: 12 pg

Eclipse Veil: Signature Ability. Kurono will buff his avoid vs attacks by +50 when standing in Black Smoke terrain. This buff is doubled vs ranged attacks. This is visual avoid. Costs: 5 pg

Coiling Smoke: Instead of attacking, this character may unleash a black smoke that reaches 1-2 range. If this smoke strikes a foe, it will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind much more quickly, potentially immediately. This bind may hold a foe in place for up to three turns. Air-type attacks used by or on the captured character will immediately free them. Costs: 3 pg

Fog Bomb: This character may take a turn to unleash a wall of fog. This wall of mist will cover all tiles within two (three) range. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg

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

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)

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

Exhaust: If this unit uses terrain or attacks that drop the speed of the foe, then that terrain and attack will cause the foe to lose 10% of their defense after every turn they start in the terrain or after any engagement in which the attack that slows the foe strikes them. The foe will not recover this defense until the end of the battle. Costs: 4 pg

Devour The Weak: Predator Ability. If a foe is asleep or captured in a trap (such as a leg trap, net, or sticky web), this character will deal 50% extra damage to that foe until they are no longer helpless. This ability requires this unit to have Mass Murderer unlocked. Costs: 3 pg

Mass Murderer: This character relishes the death of the weak. As such, they deal 30% more damage to all foes who are a lower level than they are. They will deal 60% more damage if the foe is a non-unique unit. Costs: 4 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

Weapon Throw (III): The unit may throw their held weapon at a foe. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 4 pg

(TBA) Right Hand Eclipse: Signature ability. When Kurono places fog terrain, it will instead be a burning black smoke. This will cause all fog terrain he places to debuff the Speed of foes standing in it by -10 and their Skill by -20. Any foe starting their turn in the smoke will also have a 30% chance to take a burning status. This burning status burns from the inside out, causing it to ignore item-based resistances to taking the status or the status damage. Using breathing arts within this smoke will cause the arts to suffer a 2x cooldown time. Starting within this smoke for two turns in a row will completely lock all breathing arts... as well as breath attacks like those used by dragons. Starting within this smoke for three turns will cause the character to start suffocating and tier off 20% of their HP until they start their turn outside of the deadly cloud. If Kurono begins an engagement in this smoke terrain, he may immediately absorb the tile of smoke and crystalize the smoke into a weapon. The weapons are as follows:
The weapons are as follows:
Sword: +5 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 2x the Skill damage boost might.
Knife: +10 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 1x the Skill damage boost might.
Great Katana: -15 speed. +15 hit vs mid-ranged melee weapons. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 3x the Skill damage boost might.
Scythe: This weapon will deal blade/fire/air/poison damage. Cannot be dual wielded. The base might of this blade is 3x the Skill damage boost might. Half damage when countering.
Spear: +15 hit/avoid against body. This spear deals pierce/fire/air/poison damage. This weapons will have 2x the Skill damage boost might of Spear Skill.
These weapons last for 2 turns.
Costs: 6 pg

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 or marksman level.

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.

(TBA) Fog Trail: This character may choose to halve its movement and place fog terrain in all tiles it passes into. This ability uses the character's action. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 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) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg

(TBA) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 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) 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

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

(TBA) 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 mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22), and it increases her attack by 100% (110%) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%) Costs: 6 pg


Character Type: Status, Melee, Assassin, Murderer

Weakness: Extreme weakness to ice and water-type damage. Immune to fire and the burn status. Extremely resists explosion.

Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 133
Skill: 156
Move: 7



No comments:

Post a Comment