Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Centaur Heart+Soul
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
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.
Clockwise Metamorphosis 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 boost the max HP of the holder by 15%.
Life Ring: This ring boosts the max HP of the holder by 10%.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit, but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Kumatoke+++: +20 (30) speed. A powerful cursed tool. This boasts 500 (1000) (1500) blade/lightning/dark/psychic base might. This knife is only 1 range, but it has the unusual property of being able to counter up to 10 range. For each space away from the holder the foe is, this knife will increase its total counter damage by 20%. This weapon will not remove "Up Close and Personal" buffs.
Hiten+++: (+10 speed) A powerful cursed tool. This trident will deal double damage if the holder augments it with "Cursed Weapon". This trident boasts 1000 (2000) (3000) dark/psychic/pierce type might. This weapon will reduce the speed of the foe by 10 (20) each time it strikes them and reduce their movement by 5 (10). These debuffs only last for one turn.
Demon Forged Fists++: These fists grant +5 speed/skill. This boost will be doubled if Sukuna is in his true form. These fists remove debuffs from rapid fists/four arm martial. They add 300 (600) to the base martial attacks of this character.
2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Demon Forged Flesh++: This powerful flesh adds 1000 (2000) to the base defense stat of this character. It also grants extreme resistance to water, air, sonic, and light-type damage.
Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Sukuna's Robes++: These sturdy robes grant +5 speed/skill. They also remove the extra damage this unit would normally take while in Berserk. These robes may only be worn by a curse or a sorcerer. Base: 1000 (2000) defense. These robes prevent the user from wearing a cloak.
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.
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.
3- Erdtree Sap: Heal 5% (6%) of HP at start of turn; Up to 3 may be held at a time.
Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
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.
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.
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.
High Jump Ring: This ring grants access to the ability High Jump for free. 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.
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.
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.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
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.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.
Black Flash Cursed Ring: This item prevents modification of the activation of Black Flash by either the holder, allies, or enemies. This ring is easily lost of stolen.
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.
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.
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 diffiuclt to steal and very valuable.
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.
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%.
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. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
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).
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. 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 5% more panic to build for this character.
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.
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 increases the chance of bleeding statuses by 20%.
Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)
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.
8-Sukuna’s Finger: This item will buff the speed of any demon, vampire, curse, or wraith who holds it by +1 and buff their total damage by 5%. This item will always drop upon defeat. Only Sukuna may carry more than one of these items, and he will receive double the buffs (+16 speed and +%80 damage).
Devilish Destruction Charm
Max boosting items+Plates
Poms of Power (Dark, Psychic, Fire, Explosion, Energy)
Boots+Heavy Duty Boots
Abilities:
Sukuna Unleashed: Signature ability. Yuji may allow Sukuna to take control of his body for one turn. This will increase his damage and defense by 200% (220%) (improved by Fingers) and his speed and skill by 40 (improved by fingers). It will also increase his movement by 4. It will allow Sukuna to change his martial damage into claw damage should he choose. Sukuna will have access to the abilities "Heart Grabber", "Demonic Healing", "Demon Sense", and "Berserk" regardless of whether Yuji currently has those abilities. Unless unleashed, Sukuna will reside in Yuji's mindscape/soul. Any abilities that touch these areas will either fail or damage the user to attempting them. Entering Yuji's mindscape will allow a character to interact with Sukuna directly, though this is very dangerous. Sukuna is a malevolent being and will use the turn he is unleashed as he sees fit. At the start of the next turn, Yuji may choose to suppress him, returning his stats to normal. However, he may continue to unleash Sukuna or may unleash him again for any number of single turns per battle. This abilitiy cannot be removed by strategist. Costs: 5 pg (0 pg. Sukuna is now always unleashed).
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg (0 pg)
Demon 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 40% (44%) to any dodge, hit, or a 15% (17%) to any skill activation chance once every three turns. Costs: 4 pg (0 pg)
Heart Grabber: -10 hit. This ability may be used once every three turns. This attack only strikes once. This character approaches a foe whose heart is within arm's length from the surface of their chest. It then stabs it's hand straight in and cuts the heart deeply. This has an 80% chance to give the severe bleeding status. This attack will completely ignore defense and block. The base might of the attack will be x 3 the martial or claw attack of this character. This attack cannot be counter-attacked. Costs: 5 pg (0 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% (60%). It will also increase the speed stat of this unit by 40 (44). 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 (0 pg)
Domain Expansion-Malevolent Shrine: Sukuna must take a turn to charge. After doing this he may move forward and unleash his domain. This will be an area that will encompass all spaces within ten range of Sukuna. This domain will last for 3 turns. In this domain, all of Sukuna's attacks are treated as though they have perfect accuracy (+40 hit against Extreme Evasion I). This domain will cause the Dismantel attacks of Sukuna to be launched at all characters standing in the domain, whether friend or foe. These attacks will strike one additional time for every 5 speed or 5 skill that Sukuna has higher than the foe. These attacks are calculated as if they are adjacent, not ranged. There is no maximum number of times these cutting attacks may strike, and this domain ignores abilities like Wary Fighter and items like Rain Breakers. Unlike other domains, this domain does not prevent foes from entering or leaving. If a domain pulls in a foe (not an ally) with an incredibly deadly soul, that character may receive massive and deadly stat buffs in a Domain (up to Triple Damage and +40 speed and skill). This includes characters who have soul-consuming abilities, as well as beings such as Homonculi. This ability may be used once per battle. As these techniques are usually one range, they do not remove the "Up Close and Personal Buff". Costs: 9 pg
Fuga: A secret Jujutsu technique. Sukuna may use two hands to create an extremely powerful flame. This flame will only strike once, but it will ignore all innate and item-granted flame/explosion resistance/immunity. This flame will have a 100% to severely burn a foe. This flame is normally only 1 range; however, if used after Sukuna's domain has shredded everything to powder, this flame becomes much more deadly. For each character or object destroyed by his domain expansion, Sukuna will increase the range of this flame by 1. It will also increase the damage of the flame by 50% and cause the flame to act as a true AoE that also gains +10 hit for each foe or object that has been destroyed. The normal might of this flame is 500 base fire/explosion/dark/psychic. As this flame is normally 1 range, it does not remove the "Up Close and Personal Buff". Costs: 10 pg
Curse Technique-Dismantel and Cleave: Sukuna may change his cursed martial attacks into pure blade damage. This damage will completely ignore phased foes. This attack is still only one ranged. Dismantle attacks are the normal technique, striking as many times as the martial attacks would. These attacks have a 20% (70%) chance to induce bleeding. Cleave attacks will only strike once, but they will deal 50% more damage and completely ignore defense, take the hit, and life saving abilities. Costs: 6 pg
Curse Martial: This character may empower their fists with potent curse energy. This will cause their martial attacks to gain psychic/dark element damage. This may then be improved by Inhuman Strength. While not the normal elements required, these martial attacks may trigger blast back. Costs: 4 pg
Sukuna's True Form (II): Sukuna may regain his monstrous, prior form. He may either take his turn to do this, or it may be triggered as a survival ability. If Sukuna is about to drop below 50% HP, he will take no more damage for that phase, heal to full, clear all statuses and debuffs, and transform into his 4 armed true form. In this form, he may use the ability "Four Arm Martial", but he must pay for the ability. If he does, the ability will also be able to work as a hybrid with "Four Arm Weild" if Sukuna is not carrying weapons in any of his hands. He will also have a second mouth located on his stomach. This mouth may perform encantations or other spoken actions, allowing Sukuna to use two of his arms and one of his mouths to perform domain expansion while his other two arms and mouth battle. This form will also boost Sukuna's damage by 50% (100%) (120%) (145%) and his speed/skill by 20 (24) (30). Costs: 16 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
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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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
Four Arm Martial: This character may attack with four limbs, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -15 skill and speed loss while using this ability. Rapid fists is required for this ability to function. Costs: 5 pg and Rapid Fists.
Black Flash: This ability may only trigger on normal attacks. This ability will have a 10% chance to activate on normal attacks this character initiates. If this triggers, the character will increase the damage of that strike by 100% (200%). After landing this attack once, the character will go "Into The Zone" for the rest of the battle. While in this state, this ability will have a 50% rather than a 10% to trigger the double damage strikes. Costs: 5 pg
Grapple: This strong unit may grapple a foe who is the same size class as it. This must be done instead of attacking with one of its limbs (so if this unit has rapid fists, it may still strike with the free limb). This will hold this unit and the foe in place, preventing dodge roll, teleport dodge, or other forms of movement. This grapple will last until the start of the enemy's turn. Grappling the foe will prevent this unit from kicking them while holding them in place. If the foe has inhuman strength, then this ability will only work if the grappling unit has inhuman strength as well. While in a grapple, both this character and the foe lose 50 avoid. Grappling requires getting very close to the foe, and it will cause the user to take double damage from abilities that harm on contact/proximity. Costs: 4 pg
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.
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 (Ring)
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)
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
Badge Points: This ability will give the character badge points equal to their current pg Level. Badges may be swapped around similar to abilities, as each badge requires a certain number of points to wear. The character *must* have a default badge layout selected; however, badges may be swapped around prior to entering any battle. All badge base damage/defense multipliers stack additively with each other. Costs: 0 pg (Holding any badge unlocks this ability)
(E) 2-Power Plus: This character will boost their total damage by 50%. Costs: 18 bp (36 bp)
Defend Plus: This badge will increase the total defense of the holder by 50%. Costs: 18 bp
(TBA) Sukuna's True Form: Sukuna may regain his monstrous, prior form. He may either take his turn to do this, or it may be triggered as a survival ability. If Sukuna is about to drop below 50% HP, he will take no more damage for that phase, heal to full, clear all statuses and debuffs, and transform into his 4 armed true form. In this form, he may use the ability "Four Arm Weild", but he must pay for the ability. He will also have a second mouth located on his stomach. This mouth may perform encantations or other spoken actions, allowing Sukuna to use two of his arms and one of his mouths to perform domain expansion while his other two arms and mouth battle. This form will also boost Sukuna's damage by 50% and his speed/skill by 10. Costs: 8 pg
(TBA) Phantasmal Killer: A wraith must take their turn to activate this ability. After this, every other turn (starting next turn) they will deal double damage and double damaging statuses (bleed, burn, and poison activation). This is not impacted by philosopher stones or other cooldown modifiers. Costs: 6 pg
(TBA) Curse Weapon: This character may take a turn to add curse energy to his weapon. This will add dark and psychic type damage and increase the total weapon damage by 50%. This augment lasts for 6 turns. The weapon must be a pure weapon or a cursed weapon in order to receive this augment. Costs: 6 pg
Character Type: Curse (Counts as Demon and Wraith), Destructive, Martial, Melee, Sorcerer/Mage, Psychic.
Weakness: This unit takes an additional 50% damage from Black Flash. This unit extremely resists martial, dark, psychic, and fire.
Caps:
HP: High
Attack: 1100
Defense: 1100
Speed: 140
Skill: 160
Move: 10
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