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TricMAgic

Monsters of Magvel: Alshadmar

Jan 14th, 2019
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  1. Name: Alshadmar
  2. Class: Fiend -> Devil
  3. Character Skill: Nullify
  4. Affinity: Ice
  5.  
  6. Eternal Champion (PF): Support Bonuses for Alshadmar are only half as effective as long as he is adjacent to 2 units. If this triggers, he also doesn't have access to his S-Rank Support Skill.
  7. Life Siphon (PS C): If an enemy unit within 2 spaces is reduced to 0 HP, Alshadmar recovers 5 HP.
  8. Keen Eye (PS F): If Alshadmar hasn't attacked during his previous turn, he gains +15 Hit until his next turn.
  9. Demonic Aura of the Warlord (PS P): If Alshadmar is within 3 spaces of 3 Enemies, he gains +2 DMG until his next turn.
  10.  
  11. Preferred Stats: DEF, HP
  12. Weapon Profs: Piercing C, Lance D
  13.  
  14. Monster Skills:
  15. Armored (Like Core Rules)
  16. Undead (Effective damage against Undead applies)
  17. Bonestuck (When struck by an attack at melee range that targets DEF, attacking unit suffers -4 AS until their next phase. This can prevent Follow-Up attacks)
  18.  
  19. Total Level: 2
  20. Level/Tier: Fiend 2
  21.  
  22. Base Stats:
  23. HP: 19 (80%)
  24. STR: 7 (50%)
  25. MAG: 0 (0%)
  26. SKL: 4 (45%)
  27. LCK: 0 (10%)
  28. DEF: 7 (55%)
  29. RES: 3 (30%)
  30. SPD: 4 (30%)
  31. CON: 8
  32. AID: 7
  33. MOV: 4
  34.  
  35. Stat Gains
  36. +2(4) HP, 1 STR, 1 SKL, on generation.
  37. Level 1 Gain: +STR, +SKL, +DEF, +SPD
  38. Level 2 Gains: +RES. Pref, +DEF.
  39.  
  40. Current Stats:
  41. HP: 23 (80%)
  42. STR: 9 (50%)
  43. MAG: 0 (0%)
  44. SKL: 6 (45%)
  45. LCK: 0 (10%)
  46. DEF: 9 (55%)
  47. RES: 4 (30%)
  48. SPD: 5 (30%)
  49. CON: 8
  50. AID: 7
  51. MOV: 4
  52.  
  53. Physical DR: 2
  54. Magical DR: 2
  55.  
  56. Hit Base (SKL*2)+(LCK/2)= 12
  57. Evade Base (AS*2 + LCK)= 10
  58. Critical Rate Base (SKL/2)= 3
  59. DG Base= 0
  60.  
  61. Iron Lance E | RNG: 1 | WT: 7 | MT: 7 | Hit: 80 | Crit: 0 | QL 28/40
  62. Vulnerary 1/3
  63.  
  64.  
  65. With Iron Lance (E)
  66. 5 AS
  67. 16 MT
  68. 92 Hit
  69. 10 Eva
  70. 3 Crit
  71. 0 DG
  72.  
  73. Bio: Before Humanity's downfall, the nation of Jehanna ruled over one of the largest deserts in Magvel. It was a major display of humans surviving even against the greatest odds that nature has to offer, raising several impressive villages and buildings, including Jehenna Hall, the place next to a great oasis where the regent of Jehanna lived and ruled.
  74.  
  75. Then the monsters, energized by what was left of Fomortiis, claimed victory over the continent.
  76.  
  77. For the longest time, monsters who weren't adapted to it avoided the desert, the once impressive structures of Jehanna eroded with the flow of time and the opressive desert winds, having no one that would take care of it. Sun-bleached, barely reckognizable ruins were left. There was no one that would observe the slow disappearance of the former desert nation.
  78.  
  79. That was, until the undead rose in larger numbers during the Peaceful Age and regained something resembling intelligence. While the majority wasn't part of the first wave of undead that led to the First War, they managed to notice that they weren't exactly welcomed amongst the other monster races. Noting that the other races require more varied sources of nourishment than the undead, the latter started to gather in the desert, forming simple tribes that take from the desert what they need. Sandworms, insects, cacti, the oasis itself - To those that don't need much to sustain, it was the perfect place to be left in peace.
  80.  
  81. Alshadmar was a Fiend raised during the early stages of the desert's repopulation. Unlife was simple back then for him: He wandered around in the desert, chose to serve the strongest tribe of undead and slowly but surely became a champion for said tribe during the occasional minor war between the undead. At this point in time, Fiends were a rarity amongst the freshly-risen and he won duels simply because of this fact.
  82. As the general desert population increased, intelligence also increased in small steps. The larger tribes began to merge with smaller tribes, until the largest tribe amongst them, the Bleached Shamblers, became acknowledged as the ruler of the desert. Alshadmar, being the champion of the Bleached Shamblers, noted the increase of Fiends and he began to make crude efforts at training himself so he can remain the champion. It was all what he knew, what else could he do?
  83.  
  84. As the Spark happened, the ruling tribe became more and more organized. Efforts were made to make simple buildings for storage and as a display of power for the proto-nobility. A crude military has been formed patrolling the desert. And the undead, for the first time, learned how to rest in a sleep-like state. Scattered fragments of former times haunted many undead in their "dreams". Haunted by these fragments, the undead started to spread around, even wandering outside the desert, to find answers about what they see when they rest.
  85. It was no different for Alshadmar. He saw a hut made of wood and heard faint, distorted voices in his dreams. And he saw something in his dreams. It was blurry, but it looked like a differently-colored Tarvos. The more he saw and heard these fragments, the more he grew restless about it.
  86. For him, the time to wander the lands had come. He desires to know the meaning of it. Knowledge he can't gain in the desert.
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