Monday, April 30, 2012

Possess


Possess is a badge and ability unique to John Raimi, and it is equipped to him from the very beginning. With this ability, Raimi is able to possess the body of sufficiently scared individuals and make use of their skills.

Attribute: Ghost
Ability Cost: 10SP

Can be equipped to:

John Raimi

John Raimi took on a ghostly form after an unfortunate accident ejected from his own body. As an ethereal being, Raimi is able to possess the bodies of the living and take advantage of their abilities, but he cannot himself interact with physical objects. While this means he cannot be harmed by Physical attacks, this also means he cannot equip any object that has a Physical property.

Raimi is not limited to his own stats. He has the ability to possess scared individuals, at which point he is perfectly capable of making use of their unique stats, abilities, and equipment. Raimi can inhabit all forms of life, and even non-living objects. If his host perishes, Raimi is unharmed and will continue on as normal, which makes him a valuable unit.

Outside of a host body Raimi has high Speed and Mobility, and has the ability to hover without equipping the Hover Boots or a similar item. Because of this, he is unaffected by terrain change, and can even float over water. In all other aspects, however, Raimi is either average or poor. He has low Vitality and Resistance and has no actual use for Defense or Attack abilities. However, being an ethereal being has some advantages such as a higher than average Magic stat. His Luck stat is also surprisingly high for someone so down on it. The higher the Luck stat the better his chances of possessing any individual.

Attribute: Ghost
Weapon: None

Bone Club

The Bone Club ability is taught to those who are masterful of using the Thick Club weapon. While a simple whack, the Bone Club ability deal slightly heavier damage than a basic attack and has a 10% chance of causing the attacked individual to miss their next turn.

Attribute: Physical/Earth
Ability Cost: 10SP

Can be equipped to:

Stick


This common leek stick can be purchased rather cheaply at most grocery marts, and is sometimes found in the grass. Unlike other foods, however, the leek stick is a weapon rather than a consumable. What it lacks in power, the stick makes up for in critical chance, doubling the luck of its wielders and having a high critical rate all its own. Warriors who specialize in clubs and small maces will find the stick a comfortable weapon to use.

Attributes: Physical/Plant

Range - 1
Critical - 20

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - --
Magic - --
Defense - --
Resistance - --
Accuracy - --
Luck - x2

Can be equipped to:

Thick Club


The Thick Club is a bone much heavier than average. They are found only in the possession of Cubone and Marowak who are proficient in adapting the bone as both a club and a boomerang. Unlike most weapons, the Thick Club can only be found by encountering a Cubone or Marowak and stealing it from them, or looting it from a defeated Pokemon. These weapons are unavailable in shops, so they fetch a high price.

The Thick Club will double the attack power of a Cubone or Marowak that wields it.
The Thick Club comes equipped with the Bone Club ability.

Attributes: Physical

Range - 1
Critical - --

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +15
Magic - --
Defense - --
Resistance - --
Accuracy - --
Luck - --

Can be equipped to:

Marowak


When a Cubone reaches level 28 they evolve into a Marowak. Marowak are ferocious and quick to anger, and are much more adept combatants than their younger counterparts. The skull it once wore as a protective helmet has now become a part of its face, comprising an irremovable outer shell with nostrils and a working hinge so the creature can open its mouth.

Marowak haven't improved much in Vitality or Speed, and they still have relatively low Mobility. Focusing their entire combatant capabilities around the use of their bone clubs, Marowaks haven't advanced much in the use of Magic. The absorption of the skull as a bodily construct has great enhanced Marowak's Defense, making them extremely difficult to defeat with Physical attacks. The skull also provides a higher Resistance, making Marowak a sturdy creature. Having practiced with its club for so long, Marowak's Attack stat is now a formidable property.

Attribute: Physical/Earth
Weapon: Thick Club

Cubone


Cubone are mysterious Pokemon who hide beneath skulls. These Pokemon prefer seclusion so that they may mourn the deaths of their mothers, and will often choose to withdraw from society as a whole. They can often be found in rocky mountains and caves crying, and are commonly heard during the nights of a full moon.

Cubones aren't the swiftest creatures, and their strength is just a bit below average. They have decent Vitality and Ability, and are moderately skilled in Magic should they choose to use it. Their skulls grant them average Resistance, but excellent Defense, making them difficult to defeat with Physical attacks.

Attribute: Physical/Earth
Weapon: Thick Club

Saturday, April 28, 2012

Final Cutter


The Final Cutter ability is granted to units proficient in using the Espada. With this ability skilled warriors can leap into the air and unleash a powerful energy wave from their swords.

Ability Cost: 10SP

Can be equipped to:

Drill Rush


The Drill Rush ability is the ability learned by those who have become proficient with the Galaxia sword. With this ability, characters can charge forward at their enemies, drilling through consecutive enemies.

Ability Cost: 20SP

Can be equipped to:

Galaxia

Galaxia is Meta Knight's sacred sword. With this sword in hand, Meta Knight managed to defeat the all-powerful Galacta Knight and has continued to be one of Pop Star's champions. The sword's origins are a mystery, but it is said to imbue mystical powers to those who wield it...

The Galaxia comes equipped with the Drill Rush ability.

Attributes: Physical

Range - 1
Critical - 10

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +5
Magic - --
Defense - --
Resistance - --
Accuracy - +5
Luck - +5

Can be equipped to:

Super Slash


The Super Slash Badge can be utilized by sword-wielding units to take advantage of the Super Slash ability. This ability is a powerfully upgraded form of the Multi-Slash, raining nearly invisible strikes upon their foes with blazing speed.

This badge can be purchased from the shop or dropped by enemies in combat.

Purchase Price: 100 Coins
Cost: 15BP

Allows wearers to utilize the Super Slash ability.


Ability Cost: 25SP

Can be equipped to:

Multi-Slash


The Multi-Slash Badge when used in conjunction with units equipped with a sword allows that unit to unleash the Multi-Slash ability. This ability is a powerful move taught only to the most skilled swordsmen that allows them to unleash a flurry of blows upon their enemies.

This badge can be purchased from the Badge Shop or is often dropped by sword-wielding enemies. It can sometimes be found in treasure chests or buried in the ground.

Purchase Price: 20 Coins
Cost: 5BP

Allows wearers to utilize the Multi-Slash ability.


Ability Cost: 10SP

Can be equipped to:

Thunder Sword


One of the possible upgrades the Espada can undergo, the Thunder Sword retains all the skills and general stats of  its material base. This sword, unlike the Espada, has a 5% chance of paralyzing enemies, not to mention having the typical stat advantages associated with lightning.

The Thunder Sword comes equipped with the Final Cutter ability.

Attributes: Physical/Lightning

Range - 1
Critical - 5

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +5
Magic - --
Defense - --
Resistance - --
Accuracy - +5
Luck - +5

Can be equipped to:

Ice Sword


One of the possible upgrades the Espada can undergo, the Ice Sword retains all the skills and general stats of  its material base. This sword, unlike the Espada, has a 5% chance of inflicting freeze damage to enemies, not to mention having the typical stat advantages associated with ice.

The Ice Sword comes equipped with the Final Cutter ability.

Attributes: Physical/Ice

Range - 1
Critical - 5

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +5
Magic - --
Defense - --
Resistance - --
Accuracy - +5
Luck - +5

Can be equipped to:

Fire Sword


One of the possible upgrades the Espada can undergo, the Fire Sword retains all the skills and general stats of  its material base, but its a blazing inferno! This sword, unlike the Espada, has a 5% chance of inflicting burn damage to enemies, not to mention having the typical stat advantages associated with fire.

The Fire Sword comes equipped with the Final Cutter ability.

Attributes: Physical/Fire

Range - 1
Critical - 5

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +5
Magic - --
Defense - --
Resistance - --
Accuracy - +5
Luck - +5

Can be equipped to:

Espada

Espada, otherwise known as "The Sword Ability," is traditionally the style of sword drawn from Kirby when he mimics the sword wielding styles of his enemies. This sword is small, slim and basic, much like the Kokiri Sword. Unlike that sword, however, the Espada has a small chance of critical hits, and is known to occasionally draw spoils from fallen enemies.

The Espada comes equipped with the Final Cutter ability.

Attributes: Physical

Range - 1
Critical - 5

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +5
Magic - --
Defense - --
Resistance - --
Accuracy - +5
Luck - +5

Can be equipped to:

Meta Knight


Meta Knight is Kirby's eternal rival and in many ways, his mentor. This honorable Star Warrior is well trained in a number of combat methodologies, but prefers to use his famed Galaxia Sword in combination with his all-powerful Dimensional Cape and magic wings. Meta Knight has decent Mobility and Extraordinary speed in addition to high Ability, but is crippled by low Defense, Attack, and Vitality. With fair Accuracy he often won't miss, and his above-average Luck stat assures he'll be serving critical hits for breakfast, lunch and dinner.

Through sheer stubbornness, Meta Knight refuses to battle with any primary weapon other than a sword, and even then it is begrudgingly that he will enter the field without Galaxia. Despite his proficiency with the weapon style, Meta Knight is unable to wield larger swords due to his small stature.

Base Qualities:

Attributes: Physical/Dark
Weapon: Galaxia

Friday, April 27, 2012

Gilded Sword


Using Gold Dust can reforge the Razor Sword into the powerful Gilded Sword. This sword has all the advantages of its Kokiri Sword base with none of the shortcomings, and won't break no matter how often it's clanged around. The Gilded Sword is a powerful weapon with great stats and great criticals.

Attributes: Physical

Range - 1
Critical - 20

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +30
Magic - --
Defense - --
Resistance - --
Accuracy - +10
Luck - --

Can be equipped to:

Great Fairy's Sword


The Great Fairy's Sword was forged by the Great Faeries and is given to traveler's who prove themselves worthy of its divine protection. While this sword is powerful and can enhance is wielders magical prowess, the sword is heavy and requires most combatants to hold it with two hands, which means most who enter into battle holding shields will have to do without.

Attributes: Physical

Range - 1
Critical - 5

Vitality - --
Ability - --
Badge - --
Speed - -10
Mobility - --
Attack - +40
Magic - +20
Defense - --
Resistance - +10
Accuracy - -10
Luck - --

Can be equipped to:

Ocarina of Time


The treasure of the House of Hyrule, the Ocarina of Time is a powerful instrument with unique properties that allow the songs played upon it to alter the flow of time. While it shares many similarities to the Fairy Ocarina this instrument can be heard at a greater distance.


Attributes: Physical

Range - 1
Critical - --

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - --
Magic - --
Defense - --
Resistance - --
Accuracy - --
Luck - --

Can be equipped to:

Fairy Ocarina


The Fairy Ocarina was given to Link by his closest friend-and the Forest Sage-Saria when he left Kokiri Village. Forged by faeries, the Fairy Ocarina can harness the magic in music, and when equipped allows Young Link to play a number of songs.

Attributes: Physical

Range - 1
Critical - --

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - --
Magic - --
Defense - --
Resistance - --
Accuracy - --
Luck - --

Can be equipped to:

Deku Stick


Deku Sticks are the stalks of Deku Baba and branches from the Great Deku Tree. They aren't worth very much as they're found pretty much everywhere, and they aren't particularly powerful weapons either. They have a tendency to break when used too often and will burn up when exposed to fire. Despite this, they're more powerful than a Kokiri Sword, and offer a Plant attribute where it's needed.

The Deku Stick breaks after 5 uses.

Attributes: Physical/Plant

Range - 1
Critical - --

Vitality - --
Ability - --
Badge - --
Speed - --
Mobility - --
Attack - +10
Magic - --
Defense - --
Resistance - --
Accuracy - --
Luck - --

Can be equipped to: