Friday, December 12, 2025

The King in Yellow






The King in Yellow: Level 88


Move: 7 (8) (14 teleporting)


Items:

The Yellow Heart: A Legendary Heart. The yellow color of madness dooms those who look upon it. This heart will cause all attacks and statuses used by this character to be considered "Dooming" damage. Dooming damage cannot be auto-healed. This heart will double the HP of the holder.

The Yellow Hand: The Omega forged flesh hand of the King in Yellow. This hand will allow the King to touch any foe standing adjacent to him after he finishes his movement. This act of touching boasts an uncanny +100 skill. This act does not take the turn of the King in Yellow to do. This act of touch will trigger enemy abilities that deal contact damage, but it may also trigger Disintegrating Touch. 

Yellow Catalyst+++: A Legendary Catalyst. This catalyst will boost the base damage of the spell "Black Stars Above Carcosa" by a staggering 6000 base might. It also allows the ability to be used every turn and allows the ability to be performed before moving and without taking the turn of the user to perform. This catalyst cannot be used by replicas. 

The Yellow Shroud+++: Legendary Armor. This armor can only be worn by a wraith or powerful eldrich+cosmic entity. This armor prevents other armor pieces from being worn. This incredible armor is immune to wear. This armor reduces all damage taken from foes by 50%. If the foes have triggered frenzy, the armor will reduce all damage taken by 90%. This armor grants +3 teleportation style movement. This armor grants immunity to blade, bullet, whip, bludgeon, and pierce type damage. Base 10000 (30000) additional defense. 

Carcosan Forged Flesh+++: +30 skill. This forged flesh grants the holder an uncanny appearance of invincibility to those afflicted by the madness of the Yellow Sign. This forged flesh will increase the defense of this unit by 100% vs enemies who possess the Yellow Sign. This defense will increase by an additional 100% per week the attacking foe has held the Sign. Foes who hold the yellow sign become incapable of debuffing the defense of the King in Yellow. This forged flesh adds an addition 3000 to the base defense stat of the character.

Bloodshot Eye of Frenzy: This item is very hard to steal. However, the character who holds it will gain hit equal to the current frenzy chance a foe has. If the foe has frenzied in the last turn, this eye will add +100 hit. This eye prevents any other forms of eyes or scopes from being used.

The Yellow King's Psychic Barrier: This psychic shield boasts a staggering 10000 base defense and is boosted by psychic and shield skill and item buffs.

Psychic Spirit Shield

Shadow Spirit Shield

Light Spirit Shield

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Drop of Might

Drop of Strength

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

Cursed Stone: This item will increase the chances of petrification by adding +10% to the activation rate. This even applies when a foe has full HP. This item is very hard to steal and rarely drops.

Tear of Decay: A droplet that decays everything it touches. This item will boost the disintegration chances of the holder by 10%. 

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.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Resolved Scale: Armor and Defense are not ignored by defense-ignoring abilities; Very Hard to Steal. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

Vicious Silver Pin: A small, needle-like pin that can easily we 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. 

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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Pact Breaker Seal: This it will cause the holder to gain +50 hit and 50% damage against foes carrying Pact items. This seal is nearly impossible to steal or loot. It can be broken relatively easily in battle.

Coward Breaker Seal: This it will cause the holder to gain +25 hit and 25% damage against foes who have Indirect Damage abilities unlocked. This seal is nearly impossible to steal or loot. It can be broken relatively easily in battle.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

Thiefbreaker Chain: A silver chain worn near the waste. 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. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.


Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.


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. 

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%.

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).

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.


City's Bane Ring: This ring will halve the wear given by turret/artillery structures. This item is 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%.

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.

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

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. 

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

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring 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 Aged One's Exaltation Ring: This ring will cause the holder to boost their attack by 60% (70%) for three turns if a character (not including themselves) frenzies within three range of them. This buff will not stack, but the cooldown will refresh if another frenzy occurs within range.

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.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped 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.

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.

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.

Vile Shadow: Prevents foes from absorbing dark-type damage attacks.

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.

Sickly Yellow Blood Droplet: A drop of blood with an eerie yellow hue. This item will cause the holder’s Frenzy inducing abilities to ignore innate or item based resistances/immunities. This item almost never drops.

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Pondering Dragoncrest Ring: An inverted Bellowing Dragoncrest Ring. This ring will boost the damage of psychic attack abilities by 30%.

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. Holding this object causes a 5% increase to panic build.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

Necromancer's Tome: An extremely valuable item. This tome rarely drops (20%). This tome grants the ability "Necromancy" for free. However, the user must have already learned Necromancy. Holding this tome may have very dark influences on the mind of the user.

Accute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop. 

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.

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.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Willow Cores (Psychic, Magic, Light, Dark)

4-Poms (Dark, Light, Magic, Psychic)

All boosting items+plates

Boots

String Particles: This rare item is easily lost or stolen, but can only be taken by characters who can teleport. Boosts teleporting movement by +3

Black Book: A tome of profane knowledge that allows characters to enter Apocrypha. Claimed units may take a turn to start reading the book. The unit must not move on the turn it starts reading and the only action it may take is reading. After reading, if they are not struck (and if no conditions are preventing warping or leaving the map), the book falls to the ground and they may enter Apocrypha. Apocrypha is treated as a dream/mental plane, requiring a unit attempting to enter to have a mindscape of their own. A unit may exit from any other Black Book in the world. Entering a map through the book can only be done if there are no conditions preventing warping or entering the map. Units that are not claimed may also enter Apocrypha by reading a Black Book; however, they will only enter as a psychic projection and will be treated as if inside of a mindscape. This will cause their physical body to collapse. If their psychic projection is defeated, they will be forced back into their body and unable to read a Black Book or enter back into Apocrypha for a week. If their physical body is killed, they will disappear from Apocrypha and they will die. If a unit holding a Black Book is killed, the book will remain on the map until the original owner spawns back at a portal. These books are not concealed.

Abilities:

The Yellow Sign: Signature ability. Foes who see the King in Yellow will immediately have the "Yellow Sign" placed inside their mind. This item cannot be removed until it kills the character, and it often drives them mad long before that occurs. The only other way to remove the sign is to if the King in Yellow falls in battle. This ability cannot be removed by Strategist. The Yellow Sign item description reads as follows: The Yellow Sign: Makes holders build madness/frenzy at double the normal rate. Doubles damage and debuffs taken from madness. Each week held, this sign will build towards killing the holder and leveling them down (ignoring all life saving). Holding the sign unlocks uncanny abilities and insights. The sign itself causes frenzy to build 5% per turn in battle. Costs: 20

The Lake of Hali: Signature ability. The King in Yellow must take a turn to charge this ability. After it has been charged, he may create a massive lake of shimmering water beneath him. This water may trigger the ability "Petrify" to foes who start their turn within it. Only one of these lakes may exist on the map, but this ability may be used repeatedly. Doing so will remove the previously created lakes. Costs: 5

Black Stars Above Carcosa: A gravity spell that is particularly difficult to learn and is also considered a psychic ability. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic/psychic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four turns. Costs: 7 pg

Yellow Gaze: This character may fire a beam of dark/psychic power from its eyes. 1-3 (4) range. This attack may petrify foes. The attack has a base 100 dark/psychic type might. This ability cannot be removed by strategist. This ability may only strike once. This attack will cause the foe to build their chance to Frenzy by 10 if they are struck. This is a psychic ability. Costs: 4 pg

Disintegrating Touch: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% (40%) chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 pg

Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost (+10%). The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg

Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20% (40%). If they start a turn next to this foe, they will build this Panic by 10% (20%). If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and receive -30 (-50) (-100) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. (Note, this ability does not trigger normally). Costs: 10 pg

Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) (-120) avoid. Costs: 4 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilties if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg (0 pg Tome)

Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.

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

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)


Weakness: None. This being should not exist. Immune to fear and mental statuses (regardless of enemy items or abilities). Immune to dark, psychic, and magic type damage. 

Character Type: World-Breaker, Status, Wraith, Magic

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