Griffith

Level: 110

HP: 1,200,000 (2,400,000) (3,600,000) (7,200,000)

Attack: 4,800

Rapier of the White Hawk: 1,000 (6,800) (13,600) (27,200) (136,000) [408,000]

Defense: 2,400 (4,800) [14,400]

Radiant Armor of the White Hawk: 1,200 (1,700) (6,500) [16,100]

White Hawk Cloak: 600 (1,100) (7,600) [17,200]

Silvered Netherite Chainmail: 100 (600) (8,200) [17,800]

Beskar-Infused Protodermis: 50 (550) (8,750) {17,500} [18,350] {[36,700]}

Agility: 435 (455) (+20 when attacked) (+40 Avoid)

Skill: 450

Speed: 435 (455)

Movement: 8 (9) (12) (13)

Items:

Crimson Behelit: An unfathomable item and source of incomprehensible power. In its original state, it was said that every 216 years, during the time of the Eclipse, the owner of this item was granted an audience with the God Hand. As preordained by causality, an owner will offer a precious sacrifice in exchange for being reborn as a member of the God Hand. It is not known exactly what this may do, but those who want much must be willing to sacrifice much. Those that have ascended to this state will heal 60% of their maximum HP at the start of their turn, and will deal Almighty damage. Surely those with this power must be nigh-untouchable.

Reality Stone: One of the 6 Infinity stones. Can only be harnessed effectively by beings of exceptional power, and any lesser being will experience severe effects from its use. This Stone will increase the effects of abilities that alter reality or perception, and may unlock these types of abilities on the holder. Once per day, the holder may take a turn to remove any ability from a unit within 10 spaces for the duration of the battle. Three times per day, the holder may take a turn to nullify the effects of an item, or remove innate weaknesses or resistances. Much of the power of the Stone lies outside of combat.

Rapier of the White Hawk+++: +10 (+20) Speed. This glorious weapon is held by the White Hawk, the proclaimed savior of the world. This weapon will always strike twice when attacking and counter-attacking, and allows the user to use the ability “Parry/Riposte” and “Backstab” for free. Can strike intangible foes. Base 500 (1,000) Slash- or Pierce-type damage.

Radiant Armor of the White Hawk+++: (+20 Agility). Brilliant armor meant to gleam and reflect light… A living beacon to the downtrodden that their hero, their hope, has arrived. Composed of Mithril, Vibranium, and Pale Ore and infused with Diamond, Moonstone, and Iridium, this armor is unparalleled in its craftsmanship and protection. Grants a 50% boost to all ally-based abilities. Nigh indestructible. Defends against Magic and Psychic-type damage. Grants resistance to Light, Magic, Dark, Bullet, Slash, Strike, Pierce, and Body-type damage. Base 600 (1,200) Armor.

White Hawk Cloak+++: (+40 Avoid). A stark white cape with silver filigree of feathers. This cloak grants the wearer Flying-type movement and will increase their movement by +3. This cape also allows the wearer to use the ability “Gale Force” for free. Base 300 (600) Armor.

Beskar-Infused Protodermis: A secondskin composed of Protodermis that is meant to perfectly replicate Beskar. Grants immunity to Energy-type damage and resistance to Plasma-type damage. Base 50 Armor.

Silvered Netherite Chainmail: A masterfully crafted hauberk of netherite mail covered in Quicksilver. Grants immunity to Fire and Explosion-type damage. Grants resistance to Slash and Strike. Does not defend against Pierce-type damage. Base 100 Armor.

Pure Shield Seal: An enchanted silver plate engraved with the sigil of a shield. Doubles Defense granted by Armor if no Elemental Shields are equipped. Very hard to steal.

Branch of the Seven-Branched Sword: One of the seven branches from the legendary Seven-Branched sword. Just the fragment of this sword boosts all Slash-type damage by 50%. Stacks with Slash Stone.

Shard of Longinus: A fragment from the legendary Divine Spear. Just a single piece boosts all Pierce-type damage by 50%. Stacks with Pierce Stone.

Mundane Stone: A chunk of seemingly innocuous rock that bears incredible magic. When held, this stone will double all pure weapon damage. Only one of these powerful stones may be held at a time.

Slash Stone: A thin, metallic stone that bears a keen cutting edge. Draws blood with the slightest touch on an unprotected hand. This stone repels others like it, and as such, only one can be safely used at a time. Increases Slash-type damage by 50%.

Pierce Stone: A sharp, metallic stone that comes to an acute, needle-point. Nearly sharp enough to pierce through stone unaided. This stone repels others like it, and as such, only one can be safely used at a time. Increases Pierce-type damage by 50%.

Speckled Stoneplate Ring: Stoneplates are symbols of true knights, and speckled stoneplates are granted to those who face an endless journey. Gorgeous and incredibly valuable. Grants resistance to Magic, Dark, Fire, and Lightning-type damage. Easily lost and/or stolen.

Parry Ring: A silver ring with a thin wooden branch wrapped around its length. This ring grants the user the ability to use “Parry Riposte” against abilities and attacks that would normally prevent it (“Critical Hit”, “Sword Assault”, etc.). If the ability fails, this unit will still be unable to counter-attack if the ability prevents it. This unit may also use “Parry Riposte” against larger units. Boosts Parry chance by 10%. This ring is easily dropped and/or stolen.

Heart of the Lifeblood Beast: Legendary Item. This bright blue organ pulses with pure, invigorating power, bolstering the lifeforce of anyone who holds it. This item will double the wielder’s HP on top of ALL HP boosting items; however, this HP cannot be healed, and once this unit drops below half health, that HP is lost for the battle. Recharges once a week.

Metal Box: An extremely dense green box. Once per battle, this item can be activated by a subaction to triple this units innate Defense for 5 turns.

Centaur Heart: The equine Centaurs are well known for their unlimited endurance, and although their reign has long since passed from the mortal realm above, their resolve lives on within the Underworld. Here their vital essence is encased in still-beating vessels, which bestow the Centaurs’ power to the wielder. Increases wielders HP by 25% on top of other HP boosting items. Immediately dropped upon death.

Centaur Soul: The equine Centaurs are well known for their unlimited endurance, and although their reign has long since passed from the mortal realm above, their resolve lives on within the Underworld. Here their truest essence is encased in a infinitely shifting form, which bestow the Centaurs’ power to the wielder. Increases wielders HP by 25% on top of other HP boosting items. Immediately dropped upon death.

Ambrosia (Consumed): Divine sustenance created by and for the immortal gods and goddesses. When consumed, this miraculous foodstuff will increase the fortitude and lifeforce of the consumer, doubling their total HP.

Ironblood Elixir (Consumed): An enchanted potion that increases the drinker’s natural defenses. Doubles this character’s innate Defense stat. Very hard to steal.

Abilities:

The Absolute (III): Griffith Innate Ability. At the start of each turn, Griffith will refresh his holding of 300 (450) units of Causality. He may add these units to his avoid, hit, activation, or search chance during his own turn or during the enemy phase. He may also spend 2x the normal amount of units to change the odds of any rolls within ten (twenty) spaces. Fighting against Griffith is akin to a character attempting to battle the author of the story. 40 exp

Unmatched Beauty: Griffith Innate Ability. Any enemy units that find this unit charming or beautiful immediately have their total attack damage halved (0.25x) when trying to strike this foe, both when attacking and counter-attacking. Units under his leadership who are within five (ten) (fifteen) spaces will have their defense boosted by 50% (2x) and their movement boosted by +2 (+3). Being within this range will also allow them to resist Fear-type abilities. Unless a unit has an exceptionally strong will, they might easily be swayed to his cause with little resistance. A god walks among the people, and they wish to follow him. 10 exp

Almighty: The attacks of this unit transcend mortal, and even divine, comprehension. All of their attacks are impossible to resist or consume. Being immune grants extreme resistance. Cost: Ascended Crimson Behelit

Godhand Healing: This unit is one of the nigh-indestructible Godhand and will heal 60% of their HP at the start of their turn. Cost: Ascended Crimson Behelit

Acrobat: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp

Backstab: If another unit has attacked using a 1-range attack, this unit may stab them in the back. They must have attacked the turn prior, and the attack deals 2x dmg. The enemy unit cannot counterattack. 5 (0) exp

Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from abilities like Assault Moves, Backstab, Critical Hits, Finish Strike, Parry/Riposte, and Perfect Strike. 6 exp

Duelist: When this character is in combat with a unit who is using a melee weapon, they receive a 20+ (30+) buff to their Agility and Skill. 3 exp.

Galeforce: Upon killing an enemy, this unit may take another turn. They can take up to 3 turns total within 1 turn. 4 (0) exp

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. 2 exp

Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 4 exp

Inspiration: Ally units within two (four) (six) spaces of this character receive +10 (+20) speed, +10 (+20) skill, and have a 25% (50%) boost to their total attack damage. 4 exp

Parry/Riposte: If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 50% chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 2x damage hit. 5 (0) exp

Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp

Sixth Sense: This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth. Cost 4 exp

Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).
Head: -80 (-40) [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 (-10) [20% Bleed chance]
Arm: -60 (-30) [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 (-50) [Break or Disarm the targeted weapon]
Leg: -40 (-20)[50% Movement, 50% Movement and -10 Speed if both legs damaged] Character Specific Location: -Varies [Effect varies]. 7 exp

Teleportation: Once every 4 turns, this unit may move an ally that is within 5 spaces to another space anywhere on the current map. 5 exp

Unbreakable Barriers: This unit’s shields are incredibly strong. Shields and Barriers total Defense will be doubled and will be twice as hard to break. Cost 5 exp or Ascended Shield

War Cry: Take a turn to boost the total attack of all allies within 3 (six) (nine) spaces by 25% (50%) for the remainder of the current phase. 3 exp

Warp: Once every 4 turns, this unit can warp to any spot on the current map. It can attack after warping, but may not use activatable attacks. 5 exp

Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Proficient or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30%. This damage will cap at 5x, and this ability is not affected by ability removing effects (x5). 4 exp

Proficiency:

Absolute Radiant Influence: 2,000 (2x increase to ally boosting abilities, including range)

Radiant Sword (Skill): 1,000 (50% boost to sword skill related abilities, -hit on targeted attack reduced by 50%)

5AA Armor: 500

5AA Shield: 500

Immune to fear. Strange things happen involving this character when there is a full moon.

Caps:

HP: colossal
Attack: 200
Defense: 100
Agility: 135
Skill: 150
Speed: 135

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