The Girl: Level 22
Move: 4 (5) (6)
Items:
10-Heart Containers
2-Roman Dagger: +10 speed. This well-balanced dagger is easy to use and durable. Base 100 might.
Peculiar Doll: A doll that grants the holder +20 skill. The source of this empowerment is unclear. If held while dual-wielding, the comfort offered by this doll will add an additional +20 skill to the girl and remove the dual-wield debuffs.
Ancient Soul: This soul is bound to this character. They must be deleted and a philosopher’s stone used to take this item. This item doubles (3x) the HP, attack, and Defense of this character. This soul feels oddly immense.
The Soul Stone-True Philosopher's Stone: Somehow, this item has been bound to the life of the unit carrying it. If she were deleted, this Infinity Stone would be freed. One of the six Infinity Stones. This astounding object allows any character holding it to access soul-absorbing/holding abilities/items. This object itself can be used to contain the purest forms of souls and can hold nearly a limitless amount. If the character naturally has those abilities, then this stone will increase the potency of those abilities by 100%.
Razor Stone
Pure Stone
Boots + Heavy Duty Boots
Abilities:
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg
Weep: This character may weep deeply upon seeing a close ally fall. Doing this will cause some foes within 1 range to suffer a 50% attack debuff for three turns. This must be done without moving on the same turn the ally falls. Many foes are not impacted by this ability. Costs: 2 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 Swordsmanship level.
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
(E) Chill Out: Reduces the damage taken by a foe if this is the first time the holder has been attacked in battle by 75%. This only applies to the very first hit. It does not apply to the first attack set/engagement. Costs: 6 bp
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Character Type: Worldbreaker
Weakness: Weak to all damage types.
Caps:
HP: Very Low
Attack: 100
Defense: 100
Speed: 80
Skill: 100
Move: 4
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