Monday, July 10, 2023

Nico Robin






Devil Child: Level 67
HP: 210,000 (420,000) (840,000) (1,260,000) (1,512,000)
Attack: 2600
5GM Martial: 1000
Martial Attacks: 800 (3400) (4400) (7,040) (14,080) (42,240) (126,720)
Defense: 2300 (4600) (13,800)
5GM Armor: 1000
Vibranium Tactical Mail: 600 (14,400)
Nico's Assassin Uniform: 600 (15,000)
Sea Master's Cloak: 600 (15,600) (31,200) (62,400) (93,600) (327,600)
Speed: 222 (227)
Skill: 212
Move: 7 (8) (15 (16) flying)


Items:

Rune Arc

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

4-Mako Cells

Blooming Martial Wrappings++: Body weapons designed for Nico Robin. These martial wrappings will boost the damage of her martial attacks by 800. They may buff her bloomed limbs. They will drastically increase the wear of any gigantic limbs she creates. 

Vibranium Tactical 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.

Nico's Assassin Uniform: This uniform grants immunity to ice damage and the freezing status. If this uniform is used without shields and barriers, it will boast notably high durability. Base 600 defense.

Sea Master's Cloak: A cloak made for a pirate. Very sturdy. Grants extreme resistance to explosion, water, blade, and air. Base 600 defense. 

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

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.

Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.

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.

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.

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. 

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.

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.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

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.

Grit Rusted Ring: This ring grants the ability Grit for free. If the character unlocks the ability by paying levels, this ring will cause the ability to reduce enemy damage by 50% rather than 40%. This item is easily lost or stolen. 

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.

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.

4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).

2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each. 

1-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


Abilities:

Flower Flower Devil Fruit (III): Robin may bloom a replica of any part of her body onto any surface she can see. This ability completely ignores evasion and is impossible to dodge and ignores all evasion abilities. Nico may attack with this ability using arms she blooms onto foes. The range of this ability is 10. The number of arms she may create is equal to 1/10 her current level. These arms have perfect accuracy and hit behind the barriers of foes. She may divide up the arms into as many engagements with as many foes as she wishes; however, she may only engage any individual character once per her turn. These arms only deal 50% of her normal martial damage. If four of these arms are used on one foe, she may trigger the ability Neck Break. She may also trigger Vicious Tackle with four arms vs a small foe, two vs very small, and eight vs medium. Foes may counter the arms she creates, dealing damage directly to her. At second tier, Robin may mix her arms together to create larger or stranger limbs. She will be able to use two of her arms to give herself wings at the start of any turn she wishes. These wings grant +6 flying movement. She may also meld multiple arms or legs together to create massive limbs. These limbs do not hit behind barriers and do not have perfect accuracy, but they also do not suffer the 50% damage debuff. Unlike her normal martial attacks, they can be boosted by inhuman strength. The might of the massive limb will equal the combined might of however many of her limbs she puts into it. At the third tier, Nico Robin may bloom full clones of herself. These count as true replicas, sharing her HP and all stats/statuses/buffs. She may make a full replica of herself by using 3 of her arms. She may only ever have as many replicas on the map as she could create in a single turn (even if she does not make them all in one turn). These replicas cannot create replicas, but they can attack and use as many arms as she can. She can immediately remove as many of her replicas as she wishes from the map at the start of any of her turns. Costs: 32 pg 

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 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

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

Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg (Ring)

(1 free pg at 67)

(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) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 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) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg

(TBA) Flower Flower Devil Fruit: Robin may bloom a replica of any part of her body onto any surface she can see. This ability completely ignores evasion and is impossible to dodge and ignores all evasion abilities. Nico may attack with this ability using arms she blooms onto foes. The range of this ability is 10. The number of arms she may create is equal to 1/10 her current level. These arms have perfect accuracy and hit behind the barriers of foes. She may divide up the arms into as many engagements with as many foes as she wishes; however she may only engage any individual character once per her turn. These arms only deal 50% of her normal martial damage. If four of these arms are used on one foe, she may trigger the ability Neck Break. She may also trigger Vicious Tackle with four arms vs a small foe, two vs very small, and eight vs medium. Foes may counter the arms she creates, dealing damage directly to her. Costs: 8 pg

(TBA) Flower Flower Devil Fruit (II): Robin may bloom a replica of any part of her body onto any surface she can see. This ability completely ignores evasion and is impossible to dodge and ignores all evasion abilities. Nico may attack with this ability using arms she blooms onto foes. The range of this ability is 10. The number of arms she may create is equal to 1/10 her current level. These arms have perfect accuracy and hit behind the barriers of foes. She may divide up the arms into as many engagements with as many foes as she wishes; however she may only engage any individual character once per her turn. These arms only deal 50% of her normal martial damage. If four of these arms are used on one foe, she may trigger the ability Neck Break. She may also trigger Vicious Tackle with four arms vs a small foe, two vs very small, and eight vs medium. Foes may counter the arms she creates, dealing damage directly to her. At second tier, Robin may mix her arms together to create larger or stranger limbs. She will be able to use two of her arms to give herself wings at the start of any turn she wishes. These wings grant +6 flying movement. She may also meld multiple arms or legs together to create massive limbs. These limbs do not hit behind barriers and do not have perfect accuracy, but they also do not suffer the 50% damage debuff. Unlike her normal martial attacks they can be boosted by inhuman strength. The might of the massive limb will equal the combined might of however many of her limbs she puts into it. Costs: 16 pg 

(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. Costs: 4 pg

(TBA) 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 

(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 (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

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg


Character Type: Status, Martial, Stealth, Pirate

Weakness: Weak to ice and the freezing status. Due to a morbid nature, Nico extremely resists Panic and Terror, and this applies even when the foe has Unconquerable Fear. As a character who has consumed a Devil Fruit, this character will suffer a 50% reduction in ALL stats if they are knocked into the ocean or are drowning. They also will take double drowning damage. 

Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 137
Skill: 127
Move: 7

No comments:

Post a Comment