LogFAQs > #901829101

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TopicOff Season Mercs Topic [Mercs[
trdl23
05/23/18 1:06:48 AM
#16:


Lady Maria (Bloodborne)
Neutral Female Undead
Upkeep: 3/week
Min Bid: X GP

Lady Maria is as she appears in phase 3 (Fireblood) of her boss fight in Bloodborne, though she starts with full health. She may transition between her weapon styles freely and is considered to have unlimited quicksilver bullets.

A corpse... should be left well alone. (Passive): The dead are not meant to give up their secrets. During wartime, no abilities from either team in your match can interact with KO'd characters in any way; any that attempt to do so are cancelled and placed on one week of cooldown.

Only an honest death will cure you now. Liberate you from your wild curiosity. (Pre-Battle, 4 weeks CD) Maria will not let anyone delve deeper into the secrets at the heart of the nightmare, lest they suffer the same fate as her. Once every five weeks, Maria may target a Merc with an ability that can provide its team extra knowledge they would otherwise not have (of another character, the terrain, a different fighting style, etc.) and KO that Merc. If that merc had used its ability to provide extra knowledge, it is cancelled and put on 1 week of cooldown, retroactively if needed.

UPGRADES:

(Character Upgrade: 15 EXP)
Lady Maria now begins the fight with 50% more HP.

(Ability Upgrade: 20 EXP)
During Peacetime each week, you may choose to deactivate "A corpse... should we left well alone." If you do not choose in a given week, it will default to being activated.

(New Ability: 20 EXP)
The Doll (Results, 1 week CD): For comfort from his sorrow, Gehrman made a utility doll that resembles Maria... and now it has wandered to your team. Once every other week, you may have a merc you rostered in this week's match convert their "blood echoes" into EXP -- 5 extra EXP on a loss, 10 on a win.

Terrain: The Astral Clocktower The highest chamber of a massive clocktower looming over the Hunter's Nightmare where Maria's boss fight occurs. Attackers start at the door with the Nightmare Gate; defenders start at Maria's chair. Access outside the room or to anywhere else in the Hunter's Nightmare is forbidden.
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