
Level: 5
HP: 500
Attack: 12
Mea Culpa: 10 (22)
Defense: 12
Armor of the Penitent: 50 (62)
Agility: 13
Skill: 14
Speed: 13
Movement: 6
Items:
Mea Culpa (+1 of 10): A sword born from guilt itself. Used to slash and slaughter enemies as acts of penance for sins, whether they are your sins or not. Grows in strength when consecrated at various Holy Sites. Thorns encase only the handle of this sword, allowing for constant bloodletting as atonement. Can be used to induce a Bleed proc. Base 10 Slash-type damage.
Armor of the Penitent: A suit of silver-plated armor with the visage of a holy pilgrim. A red cincture is wrapped around the waist and a crown of thorns encircles the capirote helm, signs of a pilgrim on the path for atonement. Base 50 Armor.
Abilities:
The Penitent One: Penitent One Innate Ability. This unit revels in self-inflicted pain as it absolves guilt and pardons sin. If this unit is given a Bleeding status, they will increase their damage by 10%. This unit may also add their Blood to their Sword-type attacks. This will add 5% of their HP if Bleeding, 10% if Severe Bleed, 20% if Lethal Bleed. This unit’s Blood deals Sacred-type damage. Costs 10 exp
Azure Cyclone: Penitent One Signature Ability. Once per battle, this unit may rush forward and unleash a flurry of quick slashes. This character will strike 5 times at half damage and then perform a 2-ranged Spin Attack. 5 exp
Bleeding Miracle: Penitent One Signature Ability. Once every 3 turns, this unit may spend 5% of their HP to launch of projectile of Sacred Blood at the enemy. This will deal 5% of this unit’s HP and may induce minor bleed. If this ability hits, a burst of sacred light will erupt from the target and damage all units within 2 spaces. Base 100 Light/Explosion/Sacred. As this is an effect of an attack, it will not break “Proficiency“. Costs 5 exp
Consecration: Penitent One Signature Ability. Once every 4 turns, this character may leap into the air and stab their blade into their foe. This attack will deal 3x the total damage of a typical attack. The enemy cannot counter-attack this move. If the attack hits, a pillar of sacred light will burst forth and damage all units within 2 spaces. Base 100 Light/Explosion/Sacred-type damage. As this is an effect of an attack, it will not break “Proficiency“. Costs 5 exp
Sacred Onslaught: Penitent One Signature Ability. Once every other turn, this unit may unleash their weapon to strike in multiple directions. This will allow the unit to attack 3 separate units within range, but it will only strike one. Costs 3 exp
Wrath of the Twisted One: Penitent One Signature Ability. This unit may take a turn to charge. If they are hit while charging, this ability will fail. If successful, this unit will unleash a 3-range, triple damage attack that will hit all enemies it passes through. Costs 4 exp
Divine Protection: This unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 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
Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 exp
Pouring Wounds: This character can rip into enemies, giving them a Bleeding status. This ability activates randomly on some physical attacks. The ability will cause a wound 40% of the time. This ability only activates on physical attacks. 3 exp
Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the the next full turn. This ability may be used once every three turns. Costs: 1 exp
Proficiency (II): If this character uses only one damage type, that damage type is multiplied by 3x. 12 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 (x1). 4 exp
Proficiency:
Sword: 0
Blood: 0
Light: 0
Explosion: 0
Armor: 0
Weak to taking Bleed-Status. Resist Sacred and Whip.
Caps:
HP: Large
Attack: 120
Defense: 120
Agility: 125
Skill: 140
Speed: 125
Movement:
