Monday, September 4, 2023

Daijin






Daijin: Level 81
HP: 480,000
Attack: 12,100
Claw: 5
Bite: 5
Steel Jaw Enforcer: 600 (1,450) (1,455) (1,910) (2,865)
Defense: 12,000 (24,000)
Speed: 303 (308) (318) (328) (+40 avoid) (+50 avoid)
Skill: 303
Move: 9


Items:

Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.

War Hound Steel Jaw Enforcers++: A body weapon. Adds 300 (600) base might to the biting attacks of this character.

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.

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.

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. 

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.

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. 

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is 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 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. 

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

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. 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 to 45%.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%.

(TBA) Godly Miracle Ring: If this ring is worn by a Deific Character it will grant the ability "Miracle" for free.

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.

Great Serpent Sacred Fang: A massive white fang. If held by a character, this item will boost pure biting attacks by 50% and cause the biting attacks of the character to ignore abilities such as phase or integilibity.

Jaw Stone+Jaw Plate

Abilities:

Daijin (II): Signature ability. Daijin thrives off of light, life, and love. As such this cat may choose a single ally character during a battle to bond with. This may only work with characters Daijin is emotionally close to. This bond will increase the speed and skill of the ally by +20 as long as Daijin is within 5 spaces of them. Daijin will also receive all the positive emotional stat boosts that that character receives, regardless of range (including ones granted by this ability). However, Daijin will be afflicted by all the negative emotional statuses inflicted on that character. Costs: 14 pg

Tiny Companion: Very small size class ability. This character is small enough to be carried in the inventory of a character. This functions similarly to a mount. Getting in and getting out of the inventory takes either this character's of the inventory holding character's turn to achieve. However, unlike a character riding a mount, this character cannot be targeted by foes. They will, however, be harmed by AoE type attacks. Costs: 4 pg

Object Curse: This character may turn a foe into a living inanimate object. This will reduce the movement of the foe by half and prevent most aggressive abilities/attacks. This may only be done to characters who are a lower level than this character. It is a curse, so Magic-type characters are immune. It may only be performed on characters who are captured. To break this curse is incredibly difficult. The only guaranteed way to break it is for the original curse-inflicting character to release the ability or to fall in battle. Costs: 10 pg

Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. Costs: 4 pg

Keystone: If a character falls in battle, this character may seal away their soul. This will prevent the character from respawning at the nearest portal. To do this, this character must move up to the body of the fallen character and then trigger this ability. This will turn this character into a Keystone and lock them onto the map, placing the stone on the same tile the enemy fell on. Unfortunately, this is a great sacrifice, as the Keystone character will also be frozen in limbo just as the foe is. However, both the Keystone and the captured foe will be released if the Keystone is removed by another character. Any character can do this by simply touching the stone. The captured character will be allowed to reappear at any portal they have access to. Costs: 6 pg

Avoid Conflict (II): If this character is attacked but does not counter-attack, it will boost its evasion by 15 (+30) on the next turn. This can stack, maxing at 90+ (+140) avoid. This ability will be lost as soon as this character attacks. Costs: 4 pg

Pester: Very Small Size Class ability. This character may engage an adjacent foe. They will not attack the foe, but will instead obscure their view and mock them. The foe may counter attack this unit but will suffer -15 hit from an anger status. After this, the foe will suffer -50 avoid and will not counter during the next engagement they have on that player phase. Costs: 4 pg

Scamper: Very small size class ability. After being engaged by a foe, this character may move two spaces. This can make them difficult for large groups of enemies to attack. Costs: 3 pg

Snuggle: This character may nestle himself in a warm hug with an adjacent character, curing one psychological status on both characters. As well, the character will just feel better, giving them an inspiration status for one turn. +10 speed/skill and 25% damage increase. Costs: 5 pg

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

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

Extreme Evasion (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 pg

(TBA) Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg (Godly Miracle Ring)

(TBA) Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

(TBA) 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 body type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

(TBA) Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

(TBA) Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

(TBA) Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg

(TBA) Feline Agility: Falling and Being thrown takes half damage. Has a 15% chance to take no damage and be able to move 2 spaces after the fall/throw. If the character is taking throw damage multiple times per engagement, the damage negation must be rolled each time. They will only move 2 spaces after the final throw. Costs: 4 pg

(TBA) 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 or Ring

Note: As a beast diety, Daijin may be taught all beast miracles from Elden Ring

Character Type: Beast, Deity, Speed, Magic

Weakness: Bite and claw damage. Resists capture moves. Resists evasion downing abilities.

Caps:
HP: Low
Attack: 200
Defense: 100
Speed: 148
Skill: 148
Move: 9

No comments:

Post a Comment